4 ATTRIB(
Mortar, m_canonical_spawnfunc,
string, "weapon_mortar");
14 ATTRIB(Mortar, m_muzzleeffect,
entity, EFFECT_GRENADE_MUZZLEFLASH);
16 ATTRIB(Mortar, w_crosshair,
string,
"gfx/crosshairgrenadelauncher");
17 ATTRIB(Mortar, w_crosshair_size,
float, 0.7);
18 ATTRIB(Mortar, model2,
string,
"weapongrenadelauncher");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, ammo, float, BOTH) \ 25 P(class, prefix, animtime, float, BOTH) \ 26 P(class, prefix, bouncefactor, float, NONE) \ 27 P(class, prefix, bouncestop, float, NONE) \ 28 P(class, prefix, damageforcescale, float, BOTH) \ 29 P(class, prefix, damage, float, BOTH) \ 30 P(class, prefix, edgedamage, float, BOTH) \ 31 P(class, prefix, force, float, BOTH) \ 32 P(class, prefix, health, float, BOTH) \ 33 P(class, prefix, lifetime, float, BOTH) \ 34 P(class, prefix, lifetime_bounce, float, SEC) \ 35 P(class, prefix, lifetime_stick, float, BOTH) \ 36 P(class, prefix, radius, float, BOTH) \ 37 P(class, prefix, refire, float, BOTH) \ 38 P(class, prefix, reload_ammo, float, NONE) \ 39 P(class, prefix, reload_time, float, NONE) \ 40 P(class, prefix, remote_detonateprimary, float, SEC) \ 41 P(class, prefix, remote_minbouncecnt, float, PRI) \ 42 P(class, prefix, speed, float, BOTH) \ 43 P(class, prefix, speed_up, float, BOTH) \ 44 P(class, prefix, speed_z, float, BOTH) \ 45 P(class, prefix, spread, float, BOTH) \ 46 P(class, prefix, switchdelay_drop, float, NONE) \ 47 P(class, prefix, switchdelay_raise, float, NONE) \ 48 P(class, prefix, type, float, BOTH) \ 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) \ 63 .float gl_detonate_later;
const int WEP_FLAG_RELOADABLE
REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar))
float bot_pickupbasevalue
#define X(BEGIN, P, END, class, prefix)
const int WEP_TYPE_SPLASH
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_NOTRUEAIM
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)