10 ATTRIB(PortoLaunch, mdl,
string, "porto");
12 ATTRIB(PortoLaunch, m_model,
Model, MDL_PORTO_ITEM);
14 ATTRIB(PortoLaunch, w_crosshair,
string,
"gfx/crosshairporto");
15 ATTRIB(PortoLaunch, w_crosshair_size,
float, 0.6);
16 ATTRIB(PortoLaunch, model2,
string,
"weaponporto");
20 #define X(BEGIN, P, END, class, prefix) \ 22 P(class, prefix, animtime, float, BOTH) \ 23 P(class, prefix, lifetime, float, BOTH) \ 24 P(class, prefix, refire, float, BOTH) \ 25 P(class, prefix, secondary, float, NONE) \ 26 P(class, prefix, speed, float, BOTH) \ 27 P(class, prefix, switchdelay_drop, float, NONE) \ 28 P(class, prefix, switchdelay_raise, float, NONE) \ 29 P(class, prefix, weaponreplace, string,NONE) \ 30 P(class, prefix, weaponstartoverride, float, NONE) \ 31 P(class, prefix, weaponstart, float, NONE) \ 32 P(class, prefix, weaponthrowable, float, NONE) \ 42 void Porto_Draw(
entity this);
46 .entity porto_current;
47 .vector porto_v_angle;
48 .float porto_v_angle_held;
50 .float porto_forbidden;
52 void W_Porto_Fail(
entity this,
float failhard);
53 void W_Porto_Remove (
entity p);
const int WEP_FLAG_NODUAL
float bot_pickupbasevalue
#define X(BEGIN, P, END, class, prefix)
REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch))
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_NOTRUEAIM
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define W_PROPS(L, class, prefix)
const int WEP_FLAG_SUPERWEAPON