10 ATTRIB(Electro, mdl,
string, "electro");
14 ATTRIB(Electro, m_muzzleeffect,
entity, EFFECT_ELECTRO_MUZZLEFLASH);
16 ATTRIB(Electro, w_crosshair,
string,
"gfx/crosshairelectro");
17 ATTRIB(Electro, w_crosshair_size,
float, 0.6);
18 ATTRIB(Electro, model2,
string,
"weaponelectro");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, ammo, float, BOTH) \ 25 P(class, prefix, animtime, float, BOTH) \ 26 P(class, prefix, bouncefactor, float, SEC) \ 27 P(class, prefix, bouncestop, float, SEC) \ 28 P(class, prefix, comboradius, float, PRI) \ 29 P(class, prefix, combo_comboradius, float, NONE) \ 30 P(class, prefix, combo_comboradius_thruwall, float, NONE) \ 31 P(class, prefix, combo_damage, float, NONE) \ 32 P(class, prefix, combo_edgedamage, float, NONE) \ 33 P(class, prefix, combo_force, float, NONE) \ 34 P(class, prefix, combo_radius, float, NONE) \ 35 P(class, prefix, combo_safeammocheck, float, NONE) \ 36 P(class, prefix, combo_speed, float, NONE) \ 37 P(class, prefix, count, float, SEC) \ 38 P(class, prefix, damagedbycontents, float, SEC) \ 39 P(class, prefix, damageforcescale, float, SEC) \ 40 P(class, prefix, damage, float, BOTH) \ 41 P(class, prefix, edgedamage, float, BOTH) \ 42 P(class, prefix, force, float, BOTH) \ 43 P(class, prefix, health, float, SEC) \ 44 P(class, prefix, lifetime, float, BOTH) \ 45 P(class, prefix, limit, float, SEC) \ 46 P(class, prefix, midaircombo_enemy, bool, PRI) \ 47 P(class, prefix, midaircombo_explode, float, PRI) \ 48 P(class, prefix, midaircombo_interval, float, PRI) \ 49 P(class, prefix, midaircombo_own, bool, PRI) \ 50 P(class, prefix, midaircombo_radius, float, PRI) \ 51 P(class, prefix, midaircombo_speed, float, PRI) \ 52 P(class, prefix, midaircombo_teammate, float, PRI) \ 53 P(class, prefix, radius, float, BOTH) \ 54 P(class, prefix, refire2, float, SEC) \ 55 P(class, prefix, refire, float, BOTH) \ 56 P(class, prefix, reload_ammo, float, NONE) \ 57 P(class, prefix, reload_time, float, NONE) \ 58 P(class, prefix, speed, float, BOTH) \ 59 P(class, prefix, speed_up, float, SEC) \ 60 P(class, prefix, speed_z, float, SEC) \ 61 P(class, prefix, spread, float, BOTH) \ 62 P(class, prefix, stick, float, SEC) \ 63 P(class, prefix, stick_lifetime, float, SEC) \ 64 P(class, prefix, switchdelay_drop, float, NONE) \ 65 P(class, prefix, switchdelay_raise, float, NONE) \ 66 P(class, prefix, touchexplode, float, SEC) \ 67 P(class, prefix, weaponreplace, string,NONE) \ 68 P(class, prefix, weaponstartoverride, float, NONE) \ 69 P(class, prefix, weaponstart, float, NONE) \ 70 P(class, prefix, weaponthrowable, float, NONE) \ 83 .float electro_secondarytime;
84 void W_Electro_ExplodeCombo(
entity this);
const int WEP_FLAG_RELOADABLE
#define X(BEGIN, P, END, class, prefix)
float bot_pickupbasevalue
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
const int WEP_TYPE_SPLASH
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const int WEP_FLAG_CANCLIMB
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_NORMAL
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define W_PROPS(L, class, prefix)
REGISTER_WEAPON(ELECTRO, electro, NEW(Electro))