10 ATTRIB(MachineGun, mdl,
string, "uzi");
12 ATTRIB(MachineGun, m_model,
Model, MDL_MACHINEGUN_ITEM);
13 ATTRIB(MachineGun, m_muzzlemodel,
Model, MDL_MACHINEGUN_MUZZLEFLASH);
14 ATTRIB(MachineGun, m_muzzleeffect,
entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
16 ATTRIB(MachineGun, w_crosshair,
string,
"gfx/crosshairuzi");
17 ATTRIB(MachineGun, w_crosshair_size,
float, 0.6);
18 ATTRIB(MachineGun, model2,
string,
"weaponuzi");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, burst, float, NONE) \ 25 P(class, prefix, burst_ammo, float, NONE) \ 26 P(class, prefix, burst_animtime, float, NONE) \ 27 P(class, prefix, burst_refire2, float, NONE) \ 28 P(class, prefix, burst_refire, float, NONE) \ 29 P(class, prefix, burst_spread, float, NONE) \ 30 P(class, prefix, first, float, NONE) \ 31 P(class, prefix, first_ammo, float, NONE) \ 32 P(class, prefix, first_damage, float, NONE) \ 33 P(class, prefix, first_force, float, NONE) \ 34 P(class, prefix, first_refire, float, NONE) \ 35 P(class, prefix, first_spread, float, NONE) \ 36 P(class, prefix, mode, float, NONE) \ 37 P(class, prefix, reload_ammo, float, NONE) \ 38 P(class, prefix, reload_time, float, NONE) \ 39 P(class, prefix, solidpenetration, float, NONE) \ 40 P(class, prefix, spread_add, float, NONE) \ 41 P(class, prefix, spread_max, float, NONE) \ 42 P(class, prefix, spread_min, float, NONE) \ 43 P(class, prefix, sustained_ammo, float, NONE) \ 44 P(class, prefix, sustained_damage, float, NONE) \ 45 P(class, prefix, sustained_force, float, NONE) \ 46 P(class, prefix, sustained_refire, float, NONE) \ 47 P(class, prefix, sustained_spread, float, NONE) \ 48 P(class, prefix, switchdelay_drop, float, NONE) \ 49 P(class, prefix, switchdelay_raise, float, NONE) \ 50 P(class, prefix, weaponreplace, string,NONE) \ 51 P(class, prefix, weaponstartoverride, float, NONE) \ 52 P(class, prefix, weaponstart, float, NONE) \ 53 P(class, prefix, weaponthrowable, float, NONE) \ const int WEP_FLAG_PENETRATEWALLS
const int WEP_FLAG_RELOADABLE
float bot_pickupbasevalue
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun))
const int WEP_FLAG_NORMAL
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)
#define X(BEGIN, P, END, class, prefix)