#pragma once CLASS(Devastator, Weapon) /* spawnfunc */ ATTRIB(Devastator, m_canonical_spawnfunc, string, "weapon_devastator"); /* ammotype */ ATTRIB(Devastator, ammo_type, Resource, RES_ROCKETS); /* impulse */ ATTRIB(Devastator, impulse, int, 9); /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000); /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0'); /* modelname */ ATTRIB(Devastator, mdl, string, "rl"); #ifdef GAMEQC /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM); /* flash mdl */ ATTRIB(Devastator, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH); /* flash eff */ ATTRIB(Devastator, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher"); /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7); /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher"); /* refname */ ATTRIB(Devastator, netname, string, "devastator"); /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator")); /* legacy */ ATTRIB(Devastator, m_deprecated_netname, string, "rocketlauncher"); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, NONE) \ P(class, prefix, animtime, float, NONE) \ P(class, prefix, damageforcescale, float, NONE) \ P(class, prefix, damage, float, NONE) \ P(class, prefix, detonatedelay, float, NONE) \ P(class, prefix, edgedamage, float, NONE) \ P(class, prefix, force, float, NONE) \ P(class, prefix, force_xyscale, float, NONE) \ P(class, prefix, guidedelay, float, NONE) \ P(class, prefix, guidegoal, float, NONE) \ P(class, prefix, guideratedelay, float, NONE) \ P(class, prefix, guiderate, float, NONE) \ P(class, prefix, guidestop, float, NONE) \ P(class, prefix, health, float, NONE) \ P(class, prefix, lifetime, float, NONE) \ P(class, prefix, radius, float, NONE) \ P(class, prefix, refire, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, remote_damage, float, NONE) \ P(class, prefix, remote_edgedamage, float, NONE) \ P(class, prefix, remote_force, float, NONE) \ P(class, prefix, remote_jump, float, NONE) \ P(class, prefix, remote_jump_damage, float, NONE) \ P(class, prefix, remote_jump_force, float, NONE) \ P(class, prefix, remote_jump_radius, float, NONE) \ P(class, prefix, remote_jump_velocity_z_add, float, NONE) \ P(class, prefix, remote_jump_velocity_z_max, float, NONE) \ P(class, prefix, remote_jump_velocity_z_min, float, NONE) \ P(class, prefix, remote_radius, float, NONE) \ P(class, prefix, speedaccel, float, NONE) \ P(class, prefix, speedstart, float, NONE) \ P(class, prefix, speed, float, NONE) \ 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, Devastator, devastator) #undef X ENDCLASS(Devastator) REGISTER_WEAPON(DEVASTATOR, NEW(Devastator)); SPAWNFUNC_WEAPON(weapon_devastator, WEP_DEVASTATOR) SPAWNFUNC_WEAPON(weapon_rocketlauncher, WEP_DEVASTATOR) #ifdef SVQC .float rl_release; .float rl_detonate_later; #endif