10 ATTRIB(Crylink, mdl,
string, "crylink");
14 ATTRIB(Crylink, m_muzzleeffect,
entity, EFFECT_CRYLINK_MUZZLEFLASH);
16 ATTRIB(Crylink, w_crosshair,
string,
"gfx/crosshaircrylink");
17 ATTRIB(Crylink, w_crosshair_size,
float, 0.5);
18 ATTRIB(Crylink, model2,
string,
"weaponcrylink");
22 #define X(BEGIN, P, END, class, prefix) \ 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) \ 69 .float crylink_waitrelease;
70 .entity crylink_lastgroup;
72 .entity crylink_owner;
77 void W_Crylink_Dequeue(
entity e);
REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink))
const int WEP_FLAG_RELOADABLE
float bot_pickupbasevalue
const int WEP_TYPE_SPLASH
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
#define X(BEGIN, P, END, class, prefix)
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_NORMAL
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define W_PROPS(L, class, prefix)