Xonotic
devastator.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Devastator, m_canonical_spawnfunc, string, "weapon_devastator");
5 /* ammotype */ ATTRIB(Devastator, ammo_type, Resource, RES_ROCKETS);
6 /* impulse */ ATTRIB(Devastator, impulse, int, 9);
8 /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
9 /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
10 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
13 /* flash mdl */ ATTRIB(Devastator, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH);
14 /* flash eff */ ATTRIB(Devastator, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
15 #endif
16 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
17 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
18 /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
19 /* refname */ ATTRIB(Devastator, netname, string, "devastator");
20 /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
21 
22 #define X(BEGIN, P, END, class, prefix) \
23  BEGIN(class) \
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) \
62  END()
63  W_PROPS(X, Devastator, devastator)
64 #undef X
65 
66 ENDCLASS(Devastator)
67 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
68 
69 SPAWNFUNC_WEAPON(weapon_devastator, WEP_DEVASTATOR)
70 SPAWNFUNC_WEAPON(weapon_rocketlauncher, WEP_DEVASTATOR)
71 
72 #ifdef SVQC
73 .float rl_release;
74 .float rl_detonate_later;
75 #endif
const int WEP_FLAG_RELOADABLE
Definition: weapon.qh:201
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
entity() spawn
REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator))
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
const int WEP_TYPE_SPLASH
Definition: weapon.qh:196
float impulse
Definition: progsdefs.qc:158
float spawnflags
Definition: progsdefs.qc:191
#define ATTRIB(...)
Definition: oo.qh:136
#define X(BEGIN, P, END, class, prefix)
Definition: devastator.qh:22
Definition: model.qh:3
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
Definition: weapon.qh:198
#define SPAWNFUNC_WEAPON(name, weapon)
Definition: weapon.qh:143
#define ENDCLASS(cname)
Definition: oo.qh:269
const int WEP_FLAG_NORMAL
Definition: weapon.qh:199
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
#define W_PROPS(L, class, prefix)
Definition: all.qh:163
string m_name
Definition: scores.qh:135