10 ATTRIB(Blaster, mdl,
string, "laser");
14 ATTRIB(Blaster, m_muzzleeffect,
entity, EFFECT_BLASTER_MUZZLEFLASH);
16 ATTRIB(Blaster, w_crosshair,
string,
"gfx/crosshairlaser");
17 ATTRIB(Blaster, w_crosshair_size,
float, 0.5);
18 ATTRIB(Blaster, model2,
string,
"weaponlaser");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, animtime, float, BOTH) \ 25 P(class, prefix, damage, float, BOTH) \ 26 P(class, prefix, delay, float, BOTH) \ 27 P(class, prefix, edgedamage, float, BOTH) \ 28 P(class, prefix, force, float, BOTH) \ 29 P(class, prefix, force_zscale, float, BOTH) \ 30 P(class, prefix, lifetime, float, BOTH) \ 31 P(class, prefix, radius, float, BOTH) \ 32 P(class, prefix, refire, float, BOTH) \ 33 P(class, prefix, secondary, float, NONE) \ 34 P(class, prefix, shotangle, float, BOTH) \ 35 P(class, prefix, speed, float, BOTH) \ 36 P(class, prefix, spread, float, BOTH) \ 37 P(class, prefix, switchdelay_drop, float, NONE) \ 38 P(class, prefix, switchdelay_raise, float, NONE) \ 39 P(class, prefix, weaponreplace, string, NONE) \ 40 P(class, prefix, weaponstartoverride, float, NONE) \ 41 P(class, prefix, weaponstart, float, NONE) \ 42 P(class, prefix, weaponthrowable, float, NONE) \ 59 .float blaster_damage;
60 .float blaster_edgedamage;
61 .float blaster_radius;
63 .float blaster_force_zscale;
64 .float blaster_lifetime;
67 #define BLASTER_SECONDARY_ATTACK(weapon_name, actor, weaponentity) \ 68 makevectors(actor.v_angle); \ 72 WEP_BLASTER.m_id | HITTYPE_SECONDARY, \ 73 WEP_CVAR_SEC(weapon_name, shotangle), \ 74 WEP_CVAR_SEC(weapon_name, damage), \ 75 WEP_CVAR_SEC(weapon_name, edgedamage), \ 76 WEP_CVAR_SEC(weapon_name, radius), \ 77 WEP_CVAR_SEC(weapon_name, force), \ 78 WEP_CVAR_SEC(weapon_name, force_zscale), \ 79 WEP_CVAR_SEC(weapon_name, speed), \ 80 WEP_CVAR_SEC(weapon_name, spread), \ 81 WEP_CVAR_SEC(weapon_name, delay), \ 82 WEP_CVAR_SEC(weapon_name, lifetime) \
#define X(BEGIN, P, END, class, prefix)
OffhandBlaster OFFHAND_BLASTER
float bot_pickupbasevalue
const int WEP_TYPE_SPLASH
STATIC_INIT(OFFHAND_BLASTER)
REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster))
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
#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)