10 ATTRIB(Devastator, mdl,
string, "rl");
12 ATTRIB(Devastator, m_model,
Model, MDL_DEVASTATOR_ITEM);
13 ATTRIB(Devastator, m_muzzlemodel,
Model, MDL_DEVASTATOR_MUZZLEFLASH);
14 ATTRIB(Devastator, m_muzzleeffect,
entity, EFFECT_ROCKET_MUZZLEFLASH);
16 ATTRIB(Devastator, w_crosshair,
string,
"gfx/crosshairrocketlauncher");
17 ATTRIB(Devastator, w_crosshair_size,
float, 0.7);
18 ATTRIB(Devastator, model2,
string,
"weaponrocketlauncher");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, ammo, float, NONE) \ 25 P(class, prefix, animtime, float, NONE) \ 26 P(class, prefix, damageforcescale, float, NONE) \ 27 P(class, prefix, damage, float, NONE) \ 28 P(class, prefix, detonatedelay, float, NONE) \ 29 P(class, prefix, edgedamage, float, NONE) \ 30 P(class, prefix, force, float, NONE) \ 31 P(class, prefix, guidedelay, float, NONE) \ 32 P(class, prefix, guidegoal, float, NONE) \ 33 P(class, prefix, guideratedelay, float, NONE) \ 34 P(class, prefix, guiderate, float, NONE) \ 35 P(class, prefix, guidestop, float, NONE) \ 36 P(class, prefix, health, float, NONE) \ 37 P(class, prefix, lifetime, float, NONE) \ 38 P(class, prefix, radius, float, NONE) \ 39 P(class, prefix, refire, float, NONE) \ 40 P(class, prefix, reload_ammo, float, NONE) \ 41 P(class, prefix, reload_time, float, NONE) \ 42 P(class, prefix, remote_damage, float, NONE) \ 43 P(class, prefix, remote_edgedamage, float, NONE) \ 44 P(class, prefix, remote_force, float, NONE) \ 45 P(class, prefix, remote_jump, float, NONE) \ 46 P(class, prefix, remote_jump_damage, float, NONE) \ 47 P(class, prefix, remote_jump_force, float, NONE) \ 48 P(class, prefix, remote_jump_radius, float, NONE) \ 49 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \ 50 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \ 51 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \ 52 P(class, prefix, remote_radius, float, NONE) \ 53 P(class, prefix, speedaccel, float, NONE) \ 54 P(class, prefix, speedstart, float, NONE) \ 55 P(class, prefix, speed, float, NONE) \ 56 P(class, prefix, switchdelay_drop, float, NONE) \ 57 P(class, prefix, switchdelay_raise, float, NONE) \ 58 P(class, prefix, weaponreplace, string,NONE) \ 59 P(class, prefix, weaponstartoverride, float, NONE) \ 60 P(class, prefix, weaponstart, float, NONE) \ 61 P(class, prefix, weaponthrowable, float, NONE) \ 74 .float rl_detonate_later;
const int WEP_FLAG_RELOADABLE
REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator))
float bot_pickupbasevalue
const int WEP_TYPE_SPLASH
#define X(BEGIN, P, END, class, prefix)
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)