#pragma once CLASS(Crylink, Weapon) /* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink"); /* ammotype */ ATTRIB(Crylink, ammo_type, Resource, RES_CELLS); /* impulse */ ATTRIB(Crylink, impulse, int, 6); /* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB); /* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000); /* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1'); /* modelname */ ATTRIB(Crylink, mdl, string, "crylink"); #ifdef GAMEQC /* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM); /* flash mdl */ ATTRIB(Crylink, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Crylink, m_muzzleeffect, entity, EFFECT_CRYLINK_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink"); /* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5); /* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink"); /* refname */ ATTRIB(Crylink, netname, string, "crylink"); /* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, bouncedamagefactor, float, BOTH) \ P(class, prefix, bounces, float, BOTH) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, edgedamage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, joindelay, float, BOTH) \ P(class, prefix, joinexplode, float, BOTH) \ P(class, prefix, joinexplode_damage, float, BOTH) \ P(class, prefix, joinexplode_edgedamage, float, BOTH) \ P(class, prefix, joinexplode_force, float, BOTH) \ P(class, prefix, joinexplode_radius, float, BOTH) \ P(class, prefix, joinspread, float, BOTH) \ P(class, prefix, linkexplode, float, BOTH) \ P(class, prefix, middle_fadetime, float, BOTH) \ P(class, prefix, middle_lifetime, float, BOTH) \ P(class, prefix, other_fadetime, float, BOTH) \ P(class, prefix, other_lifetime, float, BOTH) \ P(class, prefix, radius, float, BOTH) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, secondary, float, NONE) \ P(class, prefix, shots, float, BOTH) \ P(class, prefix, speed, float, BOTH) \ P(class, prefix, spreadtype, float, SEC) \ P(class, prefix, spread, float, BOTH) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Crylink, crylink) #undef X ENDCLASS(Crylink) REGISTER_WEAPON(CRYLINK, NEW(Crylink)); SPAWNFUNC_WEAPON(weapon_crylink, WEP_CRYLINK) #ifdef SVQC .float gravity; .float crylink_waitrelease; .entity crylink_lastgroup; .entity crylink_owner; // we can't use realowner, as that's subject to change .entity queuenext; .entity queueprev; void W_Crylink_Dequeue(entity e); #endif