4 ATTRIB(
Rifle, m_canonical_spawnfunc,
string, "weapon_rifle");
10 ATTRIB(Rifle, mdl,
string, "campingrifle");
14 ATTRIB(Rifle, m_muzzleeffect,
entity, EFFECT_RIFLE_MUZZLEFLASH);
16 ATTRIB(Rifle, w_crosshair,
string,
"gfx/crosshairrifle");
17 ATTRIB(Rifle, w_crosshair_size,
float, 0.6);
18 ATTRIB(Rifle, w_reticle,
string,
"gfx/reticle_nex");
19 ATTRIB(Rifle, model2,
string,
"weaponrifle");
23 #define X(BEGIN, P, END, class, prefix) \ 25 P(class, prefix, ammo, float, BOTH) \ 26 P(class, prefix, animtime, float, BOTH) \ 27 P(class, prefix, bullethail, float, BOTH) \ 28 P(class, prefix, burstcost, float, BOTH) \ 29 P(class, prefix, bursttime, float, NONE) \ 30 P(class, prefix, damage, float, BOTH) \ 31 P(class, prefix, force, float, BOTH) \ 32 P(class, prefix, headshot_multiplier, float, BOTH) \ 33 P(class, prefix, refire, float, BOTH) \ 34 P(class, prefix, reload, float, SEC) \ 35 P(class, prefix, reload_ammo, float, NONE) \ 36 P(class, prefix, reload_time, float, NONE) \ 37 P(class, prefix, secondary, float, NONE) \ 38 P(class, prefix, shots, float, BOTH) \ 39 P(class, prefix, solidpenetration, float, BOTH) \ 40 P(class, prefix, spread, float, BOTH) \ 41 P(class, prefix, switchdelay_drop, float, NONE) \ 42 P(class, prefix, switchdelay_raise, float, NONE) \ 43 P(class, prefix, tracer, float, BOTH) \ 44 P(class, prefix, weaponreplace, string, NONE) \ 45 P(class, prefix, weaponstartoverride, float, NONE) \ 46 P(class, prefix, weaponstart, float, NONE) \ 47 P(class, prefix, weaponthrowable, float, NONE) \ 59 .float rifle_accumulator;
const int WEP_FLAG_PENETRATEWALLS
const int WEP_FLAG_RELOADABLE
float bot_pickupbasevalue
REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle))
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_MUTATORBLOCKED
#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)