4 ATTRIB(
Arc, m_canonical_spawnfunc,
string, "weapon_arc");
14 ATTRIB(Arc, m_muzzleeffect,
entity, EFFECT_ARC_MUZZLEFLASH);
16 ATTRIB(Arc, w_crosshair,
string,
"gfx/crosshairhlac");
17 ATTRIB(Arc, w_crosshair_size,
float, 0.7);
18 ATTRIB(Arc, model2,
string,
"weaponarc");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, bolt, float, NONE) \ 25 P(class, prefix, bolt_ammo, float, NONE) \ 26 P(class, prefix, bolt_bounce_count, float, NONE) \ 27 P(class, prefix, bolt_bounce_explode, float, NONE) \ 28 P(class, prefix, bolt_bounce_lifetime, float, NONE) \ 29 P(class, prefix, bolt_count, float, NONE) \ 30 P(class, prefix, bolt_damageforcescale, float, NONE) \ 31 P(class, prefix, bolt_damage, float, NONE) \ 32 P(class, prefix, bolt_edgedamage, float, NONE) \ 33 P(class, prefix, bolt_force, float, NONE) \ 34 P(class, prefix, bolt_health, float, NONE) \ 35 P(class, prefix, bolt_lifetime, float, NONE) \ 36 P(class, prefix, bolt_radius, float, NONE) \ 37 P(class, prefix, bolt_refire, float, NONE) \ 38 P(class, prefix, bolt_refire2, float, NONE) \ 39 P(class, prefix, bolt_speed, float, NONE) \ 40 P(class, prefix, bolt_spread, float, NONE) \ 41 P(class, prefix, beam_ammo, float, NONE) \ 42 P(class, prefix, beam_animtime, float, NONE) \ 43 P(class, prefix, beam_botaimlifetime, float, NONE) \ 44 P(class, prefix, beam_botaimspeed, float, NONE) \ 45 P(class, prefix, beam_damage, float, NONE) \ 46 P(class, prefix, beam_degreespersegment, float, NONE) \ 47 P(class, prefix, beam_distancepersegment, float, NONE) \ 48 P(class, prefix, beam_falloff_halflifedist, float, NONE) \ 49 P(class, prefix, beam_falloff_maxdist, float, NONE) \ 50 P(class, prefix, beam_falloff_mindist, float, NONE) \ 51 P(class, prefix, beam_force, float, NONE) \ 52 P(class, prefix, beam_healing_amax, float, NONE) \ 53 P(class, prefix, beam_healing_aps, float, NONE) \ 54 P(class, prefix, beam_healing_hmax, float, NONE) \ 55 P(class, prefix, beam_healing_hps, float, NONE) \ 56 P(class, prefix, beam_heat, float, NONE) \ 57 P(class, prefix, beam_maxangle, float, NONE) \ 58 P(class, prefix, beam_nonplayerdamage, float, NONE) \ 59 P(class, prefix, beam_range, float, NONE) \ 60 P(class, prefix, beam_refire, float, NONE) \ 61 P(class, prefix, beam_returnspeed, float, NONE) \ 62 P(class, prefix, beam_tightness, float, NONE) \ 63 P(class, prefix, burst_ammo, float, NONE) \ 64 P(class, prefix, burst_damage, float, NONE) \ 65 P(class, prefix, burst_healing_aps, float, NONE) \ 66 P(class, prefix, burst_healing_hps, float, NONE) \ 67 P(class, prefix, burst_heat, float, NONE) \ 68 P(class, prefix, cooldown, float, NONE) \ 69 P(class, prefix, cooldown_release, float, NONE) \ 70 P(class, prefix, overheat_max, float, NONE) \ 71 P(class, prefix, overheat_min, float, NONE) \ 72 P(class, prefix, switchdelay_drop, float, NONE) \ 73 P(class, prefix, switchdelay_raise, float, NONE) \ 74 P(class, prefix, weaponreplace, string, NONE) \ 75 P(class, prefix, weaponstartoverride, float, NONE) \ 76 P(class, prefix, weaponstart, float, NONE) \ 77 P(class, prefix, weaponthrowable, float, NONE) \ 88 const float ARC_MAX_SEGMENTS = 20;
89 vector arc_shotorigin[4];
95 const int ARC_BT_MISS = 0x00;
96 const int ARC_BT_WALL = 0x01;
97 const int ARC_BT_HEAL = 0x02;
98 const int ARC_BT_HIT = 0x03;
99 const int ARC_BT_BURST_MISS = 0x10;
100 const int ARC_BT_BURST_WALL = 0x11;
101 const int ARC_BT_BURST_HEAL = 0x12;
102 const int ARC_BT_BURST_HIT = 0x13;
103 const int ARC_BT_BURSTMASK = 0x10;
105 const int ARC_SF_SETTINGS =
BIT(0);
106 const int ARC_SF_START =
BIT(1);
107 const int ARC_SF_WANTDIR =
BIT(2);
108 const int ARC_SF_BEAMDIR =
BIT(3);
109 const int ARC_SF_BEAMTYPE =
BIT(4);
110 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
114 .bool arc_BUTTON_ATCK_prev;
116 .float beam_initialized;
117 .float beam_bursting;
118 .float beam_teleporttime;
123 .float arc_smoke_sound;
129 .float beam_thickness;
130 .entity beam_traileffect;
131 .entity beam_hiteffect;
132 .float beam_hitlight[4];
133 .entity beam_muzzleeffect;
134 .float beam_muzzlelight[4];
137 .entity beam_muzzleentity;
139 .float beam_degreespersegment;
140 .float beam_distancepersegment;
141 .float beam_usevieworigin;
142 .float beam_initialized;
143 .float beam_maxangle;
145 .float beam_returnspeed;
146 .float beam_tightness;
147 .vector beam_shotorigin;
149 entity Draw_ArcBeam_callback_entity;
150 float Draw_ArcBeam_callback_last_thickness;
151 vector Draw_ArcBeam_callback_last_top;
152 vector Draw_ArcBeam_callback_last_bottom;
float bot_pickupbasevalue
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
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)
REGISTER_WEAPON(ARC, arc, NEW(Arc))
#define X(BEGIN, P, END, class, prefix)