4 ATTRIB(
Vortex, m_canonical_spawnfunc,
string, "weapon_vortex");
14 ATTRIB(Vortex, m_muzzleeffect,
entity, EFFECT_VORTEX_MUZZLEFLASH);
16 ATTRIB(Vortex, w_crosshair,
string,
"gfx/crosshairnex");
17 ATTRIB(Vortex, w_crosshair_size,
float, 0.65);
18 ATTRIB(Vortex, w_reticle,
string,
"gfx/reticle_nex");
19 ATTRIB(Vortex, model2,
string,
"weaponnex");
23 #define X(BEGIN, P, END, class, prefix) \ 25 P(class, prefix, ammo, float, BOTH) \ 26 P(class, prefix, animtime, float, BOTH) \ 27 P(class, prefix, armorpierce, float, BOTH) \ 28 P(class, prefix, chargepool, float, SEC) \ 29 P(class, prefix, chargepool_pause_regen, float, SEC) \ 30 P(class, prefix, chargepool_regen, float, SEC) \ 31 P(class, prefix, charge, float, NONE) \ 32 P(class, prefix, charge_always, float, NONE) \ 33 P(class, prefix, charge_animlimit, float, NONE) \ 34 P(class, prefix, charge_limit, float, NONE) \ 35 P(class, prefix, charge_maxspeed, float, NONE) \ 36 P(class, prefix, charge_mindmg, float, NONE) \ 37 P(class, prefix, charge_minspeed, float, NONE) \ 38 P(class, prefix, charge_rate, float, NONE) \ 39 P(class, prefix, charge_rot_pause, float, NONE) \ 40 P(class, prefix, charge_rot_rate, float, NONE) \ 41 P(class, prefix, charge_shot_multiplier, float, NONE) \ 42 P(class, prefix, charge_start, float, NONE) \ 43 P(class, prefix, charge_velocity_rate, float, NONE) \ 44 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ 45 P(class, prefix, damagefalloff_halflife, float, BOTH) \ 46 P(class, prefix, damagefalloff_maxdist, float, BOTH) \ 47 P(class, prefix, damagefalloff_mindist, float, BOTH) \ 48 P(class, prefix, damage, float, BOTH) \ 49 P(class, prefix, force, float, BOTH) \ 50 P(class, prefix, refire, float, BOTH) \ 51 P(class, prefix, secondary, float, NONE) \ 52 P(class, prefix, reload_ammo, float, NONE) \ 53 P(class, prefix, reload_time, float, NONE) \ 54 P(class, prefix, switchdelay_raise, float, NONE) \ 55 P(class, prefix, switchdelay_drop, float, NONE) \ 56 P(class, prefix, weaponreplace, string, NONE) \ 57 P(class, prefix, weaponstart, float, NONE) \ 58 P(class, prefix, weaponstartoverride, float, NONE) \ 59 P(class, prefix, weaponthrowable, float, NONE) \ 71 bool autocvar_cl_particles_oldvortexbeam;
75 .float vortex_charge_rottime;
77 .float vortex_lasthit;
79 void W_Vortex_Charge(
entity actor, .
entity weaponentity,
float dt);
const int WEP_FLAG_RELOADABLE
#define X(BEGIN, P, END, class, prefix)
float bot_pickupbasevalue
REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex))
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#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...
const int WEP_TYPE_HITSCAN
#define W_PROPS(L, class, prefix)