#pragma once #include CLASS(OverkillHeavyMachineGun, Weapon) /* spawnfunc */ ATTRIB(OverkillHeavyMachineGun, m_canonical_spawnfunc, string, "weapon_okhmg"); /* ammotype */ ATTRIB(OverkillHeavyMachineGun, ammo_type, Resource, RES_BULLETS); /* impulse */ ATTRIB(OverkillHeavyMachineGun, impulse, int, 3); /* flags */ ATTRIB(OverkillHeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON | WEP_FLAG_PENETRATEWALLS); /* rating */ ATTRIB(OverkillHeavyMachineGun, bot_pickupbasevalue, float, 10000); /* color */ ATTRIB(OverkillHeavyMachineGun, wpcolor, vector, '0.5 0.5 0'); /* modelname */ ATTRIB(OverkillHeavyMachineGun, mdl, string, "ok_hmg"); #ifdef GAMEQC /* model */ ATTRIB(OverkillHeavyMachineGun, m_model, Model, MDL_HMG_ITEM); /* flash mdl */ ATTRIB(OverkillHeavyMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH); /* flash eff */ ATTRIB(OverkillHeavyMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi"); /* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(OverkillHeavyMachineGun, model2, string, "weaponhmg"); /* refname */ ATTRIB(OverkillHeavyMachineGun, netname, string, "okhmg"); /* wepname */ ATTRIB(OverkillHeavyMachineGun, m_name, string, _("Overkill Heavy Machine Gun")); /* legacy */ ATTRIB(OverkillHeavyMachineGun, m_deprecated_netname, string, "hmg"); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, damage, float, PRI) \ P(class, prefix, force, float, PRI) \ P(class, prefix, refire, float, PRI) \ P(class, prefix, solidpenetration, float, PRI) \ P(class, prefix, spread_add, float, PRI) \ P(class, prefix, spread_max, float, PRI) \ P(class, prefix, spread_min, float, PRI) \ P(class, prefix, refire_type, float, SEC) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ 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, OverkillHeavyMachineGun, okhmg) #undef X ENDCLASS(OverkillHeavyMachineGun) REGISTER_WEAPON(OVERKILL_HMG, NEW(OverkillHeavyMachineGun)); //SPAWNFUNC_WEAPON(weapon_okhmg, WEP_OVERKILL_HMG) //SPAWNFUNC_WEAPON(weapon_hmg, WEP_OVERKILL_HMG)