Xonotic
crylink.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink");
5 /* ammotype */ ATTRIB(Crylink, ammo_type, Resource, RES_CELLS);
6 /* impulse */ ATTRIB(Crylink, impulse, int, 6);
8 /* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
9 /* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
10 /* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
13 /* flash mdl */ ATTRIB(Crylink, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Crylink, m_muzzleeffect, entity, EFFECT_CRYLINK_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
17 /* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
18 /* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
19 /* refname */ ATTRIB(Crylink, netname, string, "crylink");
20 /* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
21 
22 #define X(BEGIN, P, END, class, prefix) \
23  BEGIN(class) \
24  P(class, prefix, ammo, float, BOTH) \
25  P(class, prefix, animtime, float, BOTH) \
26  P(class, prefix, bouncedamagefactor, float, BOTH) \
27  P(class, prefix, bounces, float, BOTH) \
28  P(class, prefix, damage, float, BOTH) \
29  P(class, prefix, edgedamage, float, BOTH) \
30  P(class, prefix, force, float, BOTH) \
31  P(class, prefix, joindelay, float, BOTH) \
32  P(class, prefix, joinexplode, float, BOTH) \
33  P(class, prefix, joinexplode_damage, float, BOTH) \
34  P(class, prefix, joinexplode_edgedamage, float, BOTH) \
35  P(class, prefix, joinexplode_force, float, BOTH) \
36  P(class, prefix, joinexplode_radius, float, BOTH) \
37  P(class, prefix, joinspread, float, BOTH) \
38  P(class, prefix, linkexplode, float, BOTH) \
39  P(class, prefix, middle_fadetime, float, BOTH) \
40  P(class, prefix, middle_lifetime, float, BOTH) \
41  P(class, prefix, other_fadetime, float, BOTH) \
42  P(class, prefix, other_lifetime, float, BOTH) \
43  P(class, prefix, radius, float, BOTH) \
44  P(class, prefix, refire, float, BOTH) \
45  P(class, prefix, reload_ammo, float, NONE) \
46  P(class, prefix, reload_time, float, NONE) \
47  P(class, prefix, secondary, float, NONE) \
48  P(class, prefix, shots, float, BOTH) \
49  P(class, prefix, speed, float, BOTH) \
50  P(class, prefix, spreadtype, float, SEC) \
51  P(class, prefix, spread, float, BOTH) \
52  P(class, prefix, switchdelay_drop, float, NONE) \
53  P(class, prefix, switchdelay_raise, float, NONE) \
54  P(class, prefix, weaponreplace, string, NONE) \
55  P(class, prefix, weaponstartoverride, float, NONE) \
56  P(class, prefix, weaponstart, float, NONE) \
57  P(class, prefix, weaponthrowable, float, NONE) \
58  END()
59  W_PROPS(X, Crylink, crylink)
60 #undef X
61 
62 ENDCLASS(Crylink)
63 REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
64 
65 SPAWNFUNC_WEAPON(weapon_crylink, WEP_CRYLINK)
66 
67 #ifdef SVQC
68 .float gravity;
69 .float crylink_waitrelease;
70 .entity crylink_lastgroup;
71 
72 .entity crylink_owner; // we can't use realowner, as that's subject to change
73 
74 .entity queuenext;
75 .entity queueprev;
76 
77 void W_Crylink_Dequeue(entity e);
78 #endif
const int WEP_FLAG_RELOADABLE
Definition: weapon.qh:201
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
entity() spawn
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
const int WEP_TYPE_SPLASH
Definition: weapon.qh:196
float impulse
Definition: progsdefs.qc:158
float spawnflags
Definition: progsdefs.qc:191
#define ATTRIB(...)
Definition: oo.qh:136
Definition: model.qh:3
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
Definition: weapon.qh:198
float gravity
Definition: items.qh:16
#define SPAWNFUNC_WEAPON(name, weapon)
Definition: weapon.qh:143
#define ENDCLASS(cname)
Definition: oo.qh:269
const int WEP_FLAG_NORMAL
Definition: weapon.qh:199
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
#define W_PROPS(L, class, prefix)
Definition: all.qh:163
string m_name
Definition: scores.qh:135