10 ATTRIB(Shockwave, mdl,
string, "shotgun");
12 ATTRIB(Shockwave, m_model,
Model, MDL_SHOCKWAVE_ITEM);
14 ATTRIB(Shockwave, w_crosshair,
string,
"gfx/crosshairshotgun");
15 ATTRIB(Shockwave, w_crosshair_size,
float, 0.7);
16 ATTRIB(Shockwave, model2,
string,
"weaponshockwave");
20 #define X(BEGIN, P, END, class, prefix) \ 22 P(class, prefix, blast_animtime, float, NONE) \ 23 P(class, prefix, blast_damage, float, NONE) \ 24 P(class, prefix, blast_distance, float, NONE) \ 25 P(class, prefix, blast_edgedamage, float, NONE) \ 26 P(class, prefix, blast_force, float, NONE) \ 27 P(class, prefix, blast_force_forwardbias, float, NONE) \ 28 P(class, prefix, blast_force_zscale, float, NONE) \ 29 P(class, prefix, blast_jump_damage, float, NONE) \ 30 P(class, prefix, blast_jump_edgedamage, float, NONE) \ 31 P(class, prefix, blast_jump_force, float, NONE) \ 32 P(class, prefix, blast_jump_force_velocitybias, float, NONE) \ 33 P(class, prefix, blast_jump_force_zscale, float, NONE) \ 34 P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \ 35 P(class, prefix, blast_jump_multiplier_distance, float, NONE) \ 36 P(class, prefix, blast_jump_multiplier_min, float, NONE) \ 37 P(class, prefix, blast_jump_radius, float, NONE) \ 38 P(class, prefix, blast_multiplier_accuracy, float, NONE) \ 39 P(class, prefix, blast_multiplier_distance, float, NONE) \ 40 P(class, prefix, blast_multiplier_min, float, NONE) \ 41 P(class, prefix, blast_refire, float, NONE) \ 42 P(class, prefix, blast_splash_damage, float, NONE) \ 43 P(class, prefix, blast_splash_edgedamage, float, NONE) \ 44 P(class, prefix, blast_splash_force, float, NONE) \ 45 P(class, prefix, blast_splash_force_forwardbias, float, NONE) \ 46 P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \ 47 P(class, prefix, blast_splash_multiplier_distance, float, NONE) \ 48 P(class, prefix, blast_splash_multiplier_min, float, NONE) \ 49 P(class, prefix, blast_splash_radius, float, NONE) \ 50 P(class, prefix, blast_spread_max, float, NONE) \ 51 P(class, prefix, blast_spread_min, float, NONE) \ 52 P(class, prefix, melee_animtime, float, NONE) \ 53 P(class, prefix, melee_damage, float, NONE) \ 54 P(class, prefix, melee_delay, float, NONE) \ 55 P(class, prefix, melee_force, float, NONE) \ 56 P(class, prefix, melee_multihit, float, NONE) \ 57 P(class, prefix, melee_no_doubleslap, float, NONE) \ 58 P(class, prefix, melee_nonplayerdamage, float, NONE) \ 59 P(class, prefix, melee_range, float, NONE) \ 60 P(class, prefix, melee_refire, float, NONE) \ 61 P(class, prefix, melee_swing_side, float, NONE) \ 62 P(class, prefix, melee_swing_up, float, NONE) \ 63 P(class, prefix, melee_time, float, NONE) \ 64 P(class, prefix, melee_traces, float, NONE) \ 65 P(class, prefix, switchdelay_raise, float, NONE) \ 66 P(class, prefix, switchdelay_drop, float, NONE) \ 67 P(class, prefix, weaponreplace, string, NONE) \ 68 P(class, prefix, weaponstart, float, NONE) \ 69 P(class, prefix, weaponstartoverride, float, NONE) \ 70 P(class, prefix, weaponthrowable, float, NONE) \ 81 void Net_ReadShockwaveParticle();
float bot_pickupbasevalue
REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave))
const int WEP_FLAG_HIDDEN
const int WEP_TYPE_MELEE_SEC
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
#define SPAWNFUNC_WEAPON(name, weapon)
#define X(BEGIN, P, END, class, prefix)
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)