Xonotic
okshotgun.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(OverkillShotgun, m_canonical_spawnfunc, string, "weapon_okshotgun");
5 /* ammotype */ ATTRIB(OverkillShotgun, ammo_type, Resource, RES_SHELLS);
6 /* impulse */ ATTRIB(OverkillShotgun, impulse, int, 2);
8 /* rating */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
9 /* color */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
10 /* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM);
13 #endif
14 /* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
15 /* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
16 /* wepimg */ ATTRIB(OverkillShotgun, model2, string, "ok_weapon_shotgun");
17 /* refname */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
18 /* wepname */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));
19 
20 #define X(BEGIN, P, END, class, prefix) \
21  BEGIN(class) \
22  P(class, prefix, ammo, float, PRI) \
23  P(class, prefix, animtime, float, PRI) \
24  P(class, prefix, bot_range, float, PRI) \
25  P(class, prefix, bullets, float, PRI) \
26  P(class, prefix, damage, float, PRI) \
27  P(class, prefix, force, float, PRI) \
28  P(class, prefix, refire, float, PRI) \
29  P(class, prefix, solidpenetration, float, PRI) \
30  P(class, prefix, spread, float, PRI) \
31  P(class, prefix, animtime, float, SEC) \
32  P(class, prefix, damage, float, SEC) \
33  P(class, prefix, delay, float, SEC) \
34  P(class, prefix, edgedamage, float, SEC) \
35  P(class, prefix, force, float, SEC) \
36  P(class, prefix, force_zscale, float, SEC) \
37  P(class, prefix, lifetime, float, SEC) \
38  P(class, prefix, radius, float, SEC) \
39  P(class, prefix, refire, float, SEC) \
40  P(class, prefix, refire_type, float, SEC) \
41  P(class, prefix, shotangle, float, SEC) \
42  P(class, prefix, speed, float, SEC) \
43  P(class, prefix, spread, float, SEC) \
44  P(class, prefix, reload_ammo, float, NONE) \
45  P(class, prefix, reload_time, float, NONE) \
46  P(class, prefix, switchdelay_drop, float, NONE) \
47  P(class, prefix, switchdelay_raise, float, NONE) \
48  P(class, prefix, weaponreplace, string,NONE) \
49  P(class, prefix, weaponstartoverride, float, NONE) \
50  P(class, prefix, weaponstart, float, NONE) \
51  P(class, prefix, weaponthrowable, float, NONE) \
52  END()
53  W_PROPS(X, OverkillShotgun, okshotgun)
54 #undef X
55 
56 ENDCLASS(OverkillShotgun)
57 REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun));
58 
59 //SPAWNFUNC_WEAPON(weapon_okshotgun, WEP_OVERKILL_SHOTGUN)
const int WEP_FLAG_RELOADABLE
Definition: weapon.qh:201
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
const int WEP_FLAG_HIDDEN
Definition: weapon.qh:200
REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun))
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
#define ENDCLASS(cname)
Definition: oo.qh:269
#define X(BEGIN, P, END, class, prefix)
Definition: okshotgun.qh:20
const int WEP_FLAG_MUTATORBLOCKED
Definition: weapon.qh:203
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
const int WEP_TYPE_HITSCAN
Definition: weapon.qh:197
#define W_PROPS(L, class, prefix)
Definition: all.qh:163
string m_name
Definition: scores.qh:135