Xonotic
shockwave.qh
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1 #pragma once
2 
4 /* spawnfunc */ ATTRIB(Shockwave, m_canonical_spawnfunc, string, "weapon_shockwave");
5 /* ammotype */ //ATTRIB(Shockwave, ammo_type, Resource, RES_NONE);
6 /* impulse */ ATTRIB(Shockwave, impulse, int, 2);
8 /* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, 3000);
9 /* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
10 /* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
11 #ifdef GAMEQC
12 /* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
13 #endif
14 /* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
15 /* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
16 /* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
17 /* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
18 /* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
19 
20 #define X(BEGIN, P, END, class, prefix) \
21  BEGIN(class) \
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) \
71  END()
72  W_PROPS(X, Shockwave, shockwave)
73 #undef X
74 
75 ENDCLASS(Shockwave)
76 REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave));
77 
78 SPAWNFUNC_WEAPON(weapon_shockwave, WEP_SHOCKWAVE)
79 
80 #ifdef CSQC
81 void Net_ReadShockwaveParticle();
82 .vector sw_shotorg;
83 .vector sw_shotdir;
84 .float sw_distance;
85 .float sw_spread_max;
86 .float sw_spread_min;
87 .float sw_time;
88 #endif
#define NEW(cname,...)
Definition: oo.qh:105
CLASS(Object) Object
Definition: oo.qh:318
string netname
Definition: powerups.qc:20
float bot_pickupbasevalue
Definition: bot.qh:66
REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave))
const int WEP_FLAG_HIDDEN
Definition: weapon.qh:200
float impulse
Definition: progsdefs.qc:158
float spawnflags
Definition: progsdefs.qc:191
#define ATTRIB(...)
Definition: oo.qh:136
const int WEP_TYPE_MELEE_SEC
Definition: weapon.qh:205
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
#define X(BEGIN, P, END, class, prefix)
Definition: shockwave.qh:20
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
const int WEP_TYPE_HITSCAN
Definition: weapon.qh:197
#define W_PROPS(L, class, prefix)
Definition: all.qh:163
string m_name
Definition: scores.qh:135