4 ATTRIB(
Hook, m_canonical_spawnfunc,
string, "weapon_hook");
10 ATTRIB(Hook, mdl,
string, "hookgun");
14 ATTRIB(Hook, m_muzzleeffect,
entity, EFFECT_HOOK_MUZZLEFLASH);
16 ATTRIB(Hook, w_crosshair,
string,
"gfx/crosshairhook");
17 ATTRIB(Hook, w_crosshair_size,
float, 0.5);
18 ATTRIB(Hook, model2,
string,
"weaponhook");
23 #define X(BEGIN, P, END, class, prefix) \ 25 P(class, prefix, ammo, float, PRI) \ 26 P(class, prefix, animtime, float, BOTH) \ 27 P(class, prefix, damageforcescale, float, SEC) \ 28 P(class, prefix, damage, float, SEC) \ 29 P(class, prefix, duration, float, SEC) \ 30 P(class, prefix, edgedamage, float, SEC) \ 31 P(class, prefix, force, float, SEC) \ 32 P(class, prefix, gravity, float, SEC) \ 33 P(class, prefix, health, float, SEC) \ 34 P(class, prefix, hooked_ammo, float, PRI) \ 35 P(class, prefix, hooked_time_free, float, PRI) \ 36 P(class, prefix, hooked_time_max, float, PRI) \ 37 P(class, prefix, lifetime, float, SEC) \ 38 P(class, prefix, power, float, SEC) \ 39 P(class, prefix, radius, float, SEC) \ 40 P(class, prefix, refire, float, BOTH) \ 41 P(class, prefix, speed, float, SEC) \ 42 P(class, prefix, switchdelay_drop, float, NONE) \ 43 P(class, prefix, switchdelay_raise, float, NONE) \ 44 P(class, prefix, weaponreplace, string, NONE) \ 45 P(class, prefix, weaponstartoverride, float, NONE) \ 46 P(class, prefix, weaponstart, float, NONE) \ 47 P(class, prefix, weaponthrowable, float, NONE) \ 59 METHOD(OffhandHook, offhand_think,
void(OffhandHook
this,
entity actor,
bool key_pressed))
63 wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
80 .float hook_time_hooked;
81 .float hook_time_fueldecrease;
#define X(BEGIN, P, END, class, prefix)
REGISTER_WEAPON(HOOK, hook, NEW(Hook))
float bot_pickupbasevalue
#define METHOD(cname, name, prototype)
const int WEP_TYPE_SPLASH
STATIC_INIT(OFFHAND_HOOK)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_NOTRUEAIM
entity weaponentities[MAX_WEAPONSLOTS]
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define W_PROPS(L, class, prefix)