#pragma once CLASS(Shockwave, Weapon) /* spawnfunc */ ATTRIB(Shockwave, m_canonical_spawnfunc, string, "weapon_shockwave"); /* ammotype */ //ATTRIB(Shockwave, ammo_type, Resource, RES_NONE); /* impulse */ ATTRIB(Shockwave, impulse, int, 2); /* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC); /* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, 3000); /* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0'); /* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun"); #ifdef GAMEQC /* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM); #endif /* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun"); /* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7); /* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave"); /* refname */ ATTRIB(Shockwave, netname, string, "shockwave"); /* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, blast_animtime, float, NONE) \ P(class, prefix, blast_damage, float, NONE) \ P(class, prefix, blast_distance, float, NONE) \ P(class, prefix, blast_edgedamage, float, NONE) \ P(class, prefix, blast_force, float, NONE) \ P(class, prefix, blast_force_forwardbias, float, NONE) \ P(class, prefix, blast_force_zscale, float, NONE) \ P(class, prefix, blast_jump_damage, float, NONE) \ P(class, prefix, blast_jump_edgedamage, float, NONE) \ P(class, prefix, blast_jump_force, float, NONE) \ P(class, prefix, blast_jump_force_velocitybias, float, NONE) \ P(class, prefix, blast_jump_force_zscale, float, NONE) \ P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \ P(class, prefix, blast_jump_multiplier_distance, float, NONE) \ P(class, prefix, blast_jump_multiplier_min, float, NONE) \ P(class, prefix, blast_jump_radius, float, NONE) \ P(class, prefix, blast_multiplier_accuracy, float, NONE) \ P(class, prefix, blast_multiplier_distance, float, NONE) \ P(class, prefix, blast_multiplier_min, float, NONE) \ P(class, prefix, blast_refire, float, NONE) \ P(class, prefix, blast_splash_damage, float, NONE) \ P(class, prefix, blast_splash_edgedamage, float, NONE) \ P(class, prefix, blast_splash_force, float, NONE) \ P(class, prefix, blast_splash_force_forwardbias, float, NONE) \ P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \ P(class, prefix, blast_splash_multiplier_distance, float, NONE) \ P(class, prefix, blast_splash_multiplier_min, float, NONE) \ P(class, prefix, blast_splash_radius, float, NONE) \ P(class, prefix, blast_spread_max, float, NONE) \ P(class, prefix, blast_spread_min, float, NONE) \ P(class, prefix, melee_animtime, float, NONE) \ P(class, prefix, melee_damage, float, NONE) \ P(class, prefix, melee_delay, float, NONE) \ P(class, prefix, melee_force, float, NONE) \ P(class, prefix, melee_multihit, float, NONE) \ P(class, prefix, melee_no_doubleslap, float, NONE) \ P(class, prefix, melee_nonplayerdamage, float, NONE) \ P(class, prefix, melee_range, float, NONE) \ P(class, prefix, melee_refire, float, NONE) \ P(class, prefix, melee_swing_side, float, NONE) \ P(class, prefix, melee_swing_up, float, NONE) \ P(class, prefix, melee_time, float, NONE) \ P(class, prefix, melee_traces, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, Shockwave, shockwave) #undef X ENDCLASS(Shockwave) REGISTER_WEAPON(SHOCKWAVE, NEW(Shockwave)); SPAWNFUNC_WEAPON(weapon_shockwave, WEP_SHOCKWAVE) #ifdef CSQC void Net_ReadShockwaveParticle(); .vector sw_shotorg; .vector sw_shotdir; .float sw_distance; .float sw_spread_max; .float sw_spread_min; .float sw_time; #endif