#pragma once CLASS(Shotgun, Weapon) /* spawnfunc */ ATTRIB(Shotgun, m_canonical_spawnfunc, string, "weapon_shotgun"); /* ammotype */ ATTRIB(Shotgun, ammo_type, Resource, RES_SHELLS); /* impulse */ ATTRIB(Shotgun, impulse, int, 2); /* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC | WEP_FLAG_BLEED); /* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000); /* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0'); /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun"); #ifdef GAMEQC /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM); /* flash mdl */ ATTRIB(Shotgun, m_muzzlemodel, Model, MDL_SHOTGUN_MUZZLEFLASH); /* flash eff */ ATTRIB(Shotgun, m_muzzleeffect, entity, EFFECT_SHOTGUN_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun"); /* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65); /* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun"); /* refname */ ATTRIB(Shotgun, netname, string, "shotgun"); /* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, alt_animtime, float, SEC) \ P(class, prefix, alt_refire, float, SEC) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, bullets, float, PRI) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, damagefalloff_forcehalflife, float, PRI) \ P(class, prefix, damagefalloff_halflife, float, PRI) \ P(class, prefix, damagefalloff_maxdist, float, PRI) \ P(class, prefix, damagefalloff_mindist, float, PRI) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, melee_blockedbyfiring, bool, SEC) \ P(class, prefix, melee_delay, float, SEC) \ P(class, prefix, melee_multihit, float, SEC) \ P(class, prefix, melee_nonplayerdamage, float, SEC) \ P(class, prefix, melee_no_doubleslap, float, SEC) \ P(class, prefix, melee_range, float, SEC) \ P(class, prefix, melee_swing_side, float, SEC) \ P(class, prefix, melee_swing_up, float, SEC) \ P(class, prefix, melee_time, float, SEC) \ P(class, prefix, melee_traces, 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, secondary, float, NONE) \ P(class, prefix, solidpenetration, float, PRI) \ P(class, prefix, spread, float, PRI) \ P(class, prefix, spread_pattern, float, PRI) \ P(class, prefix, spread_pattern_scale, float, PRI) \ 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, Shotgun, shotgun) #undef X ENDCLASS(Shotgun) REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));