#pragma once CLASS(Fireball, Weapon) /* spawnfunc */ ATTRIB(Fireball, m_canonical_spawnfunc, string, "weapon_fireball"); /* ammotype */ //ATTRIB(Fireball, ammo_type, Resource, RES_NONE); /* impulse */ ATTRIB(Fireball, impulse, int, 9); /* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL); /* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000); /* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0'); /* modelname */ ATTRIB(Fireball, mdl, string, "fireball"); #ifdef GAMEQC /* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM); /* flash mdl */ ATTRIB(Fireball, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Fireball, m_muzzleeffect, entity, EFFECT_FIREBALL_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball"); /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65); /* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball"); /* refname */ ATTRIB(Fireball, netname, string, "fireball"); /* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, bfgdamage, float, PRI) \ P(class, prefix, bfgforce, float, PRI) \ P(class, prefix, bfgradius, float, PRI) \ P(class, prefix, damageforcescale, float, BOTH) \ P(class, prefix, damagetime, float, SEC) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, edgedamage, float, PRI) \ P(class, prefix, force, float, PRI) \ P(class, prefix, health, float, PRI) \ P(class, prefix, laserburntime, float, BOTH) \ P(class, prefix, laserdamage, float, BOTH) \ P(class, prefix, laseredgedamage, float, BOTH) \ P(class, prefix, laserradius, float, BOTH) \ P(class, prefix, lifetime, float, BOTH) \ P(class, prefix, radius, float, PRI) \ P(class, prefix, refire2, float, PRI) \ P(class, prefix, refire, float, BOTH) \ 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, 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, Fireball, fireball) #undef X ENDCLASS(Fireball) REGISTER_WEAPON(FIREBALL, NEW(Fireball)); SPAWNFUNC_WEAPON(weapon_fireball, WEP_FIREBALL) #ifdef SVQC .float bot_primary_fireballmooth; // whatever a mooth is .vector fireball_impactvec; .float fireball_primarytime; #endif