10 ATTRIB(OverkillMachineGun, mdl,
string, "ok_mg");
12 ATTRIB(OverkillMachineGun, m_model,
Model, MDL_OK_MG_ITEM);
13 ATTRIB(OverkillMachineGun, m_muzzlemodel,
Model, MDL_MACHINEGUN_MUZZLEFLASH);
14 ATTRIB(OverkillMachineGun, m_muzzleeffect,
entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
16 ATTRIB(OverkillMachineGun, w_crosshair,
string,
"gfx/crosshairuzi");
17 ATTRIB(OverkillMachineGun, w_crosshair_size,
float, 0.6);
18 ATTRIB(OverkillMachineGun, model2,
string,
"ok_weapon_smg");
20 ATTRIB(OverkillMachineGun,
m_name,
string, _(
"Overkill MachineGun"));
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, ammo, float, PRI) \ 25 P(class, prefix, damage, float, PRI) \ 26 P(class, prefix, force, float, PRI) \ 27 P(class, prefix, refire, float, PRI) \ 28 P(class, prefix, solidpenetration, float, PRI) \ 29 P(class, prefix, spread_add, float, PRI) \ 30 P(class, prefix, spread_max, float, PRI) \ 31 P(class, prefix, spread_min, float, PRI) \ 32 P(class, prefix, animtime, float, SEC) \ 33 P(class, prefix, damage, float, SEC) \ 34 P(class, prefix, delay, float, SEC) \ 35 P(class, prefix, edgedamage, float, SEC) \ 36 P(class, prefix, force, float, SEC) \ 37 P(class, prefix, force_zscale, float, SEC) \ 38 P(class, prefix, lifetime, float, SEC) \ 39 P(class, prefix, radius, float, SEC) \ 40 P(class, prefix, refire, float, SEC) \ 41 P(class, prefix, refire_type, float, SEC) \ 42 P(class, prefix, shotangle, float, SEC) \ 43 P(class, prefix, speed, float, SEC) \ 44 P(class, prefix, spread, float, SEC) \ 45 P(class, prefix, reload_ammo, float, NONE) \ 46 P(class, prefix, reload_time, float, NONE) \ 47 P(class, prefix, switchdelay_drop, float, NONE) \ 48 P(class, prefix, switchdelay_raise, float, NONE) \ 49 P(class, prefix, weaponreplace, string, NONE) \ 50 P(class, prefix, weaponstartoverride, float, NONE) \ 51 P(class, prefix, weaponstart, float, NONE) \ 52 P(class, prefix, weaponthrowable, float, NONE) \ 54 W_PROPS(
X, OverkillMachineGun, okmachinegun)
const int WEP_FLAG_PENETRATEWALLS
const int WEP_FLAG_RELOADABLE
REGISTER_WEAPON(OVERKILL_MACHINEGUN, okmachinegun, NEW(OverkillMachineGun))
float bot_pickupbasevalue
const int WEP_FLAG_HIDDEN
#define X(BEGIN, P, END, class, prefix)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_MUTATORBLOCKED
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)