#pragma once CLASS(Vaporizer, Weapon) /* spawnfunc */ ATTRIB(Vaporizer, m_canonical_spawnfunc, string, "weapon_vaporizer"); /* ammotype */ ATTRIB(Vaporizer, ammo_type, Resource, RES_CELLS); /* impulse */ ATTRIB(Vaporizer, impulse, int, 7); /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL); /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000); /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1'); /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex"); #ifdef GAMEQC /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM); /* flash mdl */ ATTRIB(Vaporizer, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Vaporizer, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex"); /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6); /* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex"); /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex"); /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer"); /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer")); /* legacy */ ATTRIB(Vaporizer, m_deprecated_netname, string, "minstanex"); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, animtime, float, PRI) \ P(class, prefix, damage, float, PRI) \ 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, PRI) \ P(class, prefix, refire, float, PRI) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, 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, Vaporizer, vaporizer) #undef X ENDCLASS(Vaporizer) REGISTER_WEAPON(VAPORIZER, NEW(Vaporizer)); SPAWNFUNC_WEAPON(weapon_vaporizer, WEP_VAPORIZER) SPAWNFUNC_WEAPON(weapon_minstanex, WEP_VAPORIZER) #ifdef SVQC .float vaporizer_lasthit; .float jump_interval; .float jump_interval2; .int rm_laser_count; #endif