#pragma once CLASS(Electro, Weapon) /* spawnfunc */ ATTRIB(Electro, m_canonical_spawnfunc, string, "weapon_electro"); /* ammotype */ ATTRIB(Electro, ammo_type, Resource, RES_CELLS); /* impulse */ ATTRIB(Electro, impulse, int, 5); /* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000); /* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1'); /* modelname */ ATTRIB(Electro, mdl, string, "electro"); #ifdef GAMEQC /* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM); /* flash mdl */ ATTRIB(Electro, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Electro, m_muzzleeffect, entity, EFFECT_ELECTRO_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro"); /* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro"); /* refname */ ATTRIB(Electro, netname, string, "electro"); /* wepname */ ATTRIB(Electro, m_name, string, _("Electro")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, bouncefactor, float, SEC) \ P(class, prefix, bouncestop, float, SEC) \ P(class, prefix, comboradius, float, PRI) \ P(class, prefix, combo_comboradius, float, NONE) \ P(class, prefix, combo_comboradius_thruwall, float, NONE) \ P(class, prefix, combo_damage, float, NONE) \ P(class, prefix, combo_duration, float, NONE) \ P(class, prefix, combo_edgedamage, float, NONE) \ P(class, prefix, combo_force, float, NONE) \ P(class, prefix, combo_radius, float, NONE) \ P(class, prefix, combo_safeammocheck, float, NONE) \ P(class, prefix, combo_speed, float, NONE) \ P(class, prefix, count, float, SEC) \ P(class, prefix, damagedbycontents, float, SEC) \ P(class, prefix, damageforcescale, float, SEC) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, edgedamage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, health, float, SEC) \ P(class, prefix, lifetime, float, BOTH) \ P(class, prefix, limit, float, SEC) \ P(class, prefix, midaircombo_enemy, bool, PRI) \ P(class, prefix, midaircombo_explode, float, PRI) \ P(class, prefix, midaircombo_interval, float, PRI) \ P(class, prefix, midaircombo_own, bool, PRI) \ P(class, prefix, midaircombo_radius, float, PRI) \ P(class, prefix, midaircombo_speed, float, PRI) \ P(class, prefix, midaircombo_teammate, float, PRI) \ P(class, prefix, radius, float, BOTH) \ P(class, prefix, refire2, float, SEC) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, speed, float, BOTH) \ P(class, prefix, speed_up, float, SEC) \ P(class, prefix, speed_z, float, SEC) \ P(class, prefix, spread, float, BOTH) \ P(class, prefix, stick, float, SEC) \ P(class, prefix, stick_lifetime, float, SEC) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, touchexplode, float, SEC) \ 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, Electro, electro) #undef X ENDCLASS(Electro) REGISTER_WEAPON(ELECTRO, NEW(Electro)); SPAWNFUNC_WEAPON(weapon_electro, WEP_ELECTRO) #ifdef SVQC IntrusiveList LimitedElectroBallRubbleList; .float electro_count; .float electro_secondarytime; void W_Electro_ExplodeCombo(entity this); #endif