#pragma once

#ifdef GAMEQC
MODEL(HAGAR_VIEW, W_Model("h_hagar.iqm"));
MODEL(HAGAR_WORLD, W_Model("v_hagar.md3"));
MODEL(HAGAR_ITEM, W_Model("g_hagar.md3"));

SOUND(HAGAR_BEEP, W_Sound("hagar_beep"));
SOUND(HAGAR_FIRE, W_Sound("hagar_fire"));
SOUND(HAGAR_LOAD, W_Sound("hagar_load"));
SOUND(HAGEXP1, W_Sound("hagexp1"));
SOUND(HAGEXP2, W_Sound("hagexp2"));
SOUND(HAGEXP3, W_Sound("hagexp3"));
Sound SND_HAGEXP_RANDOM(float rnd)
{
	return REGISTRY_GET(Sounds, SND_HAGEXP1.m_id + rint(rnd * 2));
}
#endif

CLASS(Hagar, Weapon)
#ifdef SVQC
/* spawnfunc */ ATTRIB(Hagar, m_canonical_spawnfunc, string, "weapon_hagar");
/* rating    */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000);
#endif
/* ammotype  */ ATTRIB(Hagar, ammo_type, Resource, RES_ROCKETS);
/* impulse   */ ATTRIB(Hagar, impulse, int, 8);
/* flags     */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* color     */ ATTRIB(Hagar, m_color, vector, '0.886 0.545 0.345');
#ifdef GAMEQC
/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
/* model     */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
/* flash mdl */ ATTRIB(Hagar, m_muzzlemodel, Model, MDL_Null);
/* flash eff */ ATTRIB(Hagar, m_muzzleeffect, entity, EFFECT_HAGAR_MUZZLEFLASH);
#endif
#ifdef CSQC
/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
#endif
/* wepimg    */ ATTRIB(Hagar, model2, string, "weaponhagar");
/* refname   */ ATTRIB(Hagar, netname, string, "hagar");
/* wepname   */ ATTRIB(Hagar, m_name, string, _("Hagar"));

#define X(BEGIN, P, END, class, prefix) \
	BEGIN(class) \
		P(class, prefix, ammo, float, BOTH) \
		P(class, prefix, damageforcescale, float, BOTH) \
		P(class, prefix, damage, float, BOTH) \
		P(class, prefix, edgedamage, float, BOTH) \
		P(class, prefix, force, float, BOTH) \
		P(class, prefix, health, float, BOTH) \
		P(class, prefix, lifetime, float, PRI) \
		P(class, prefix, lifetime_min, float, SEC) \
		P(class, prefix, lifetime_rand, float, SEC) \
		P(class, prefix, load, float, SEC) \
		P(class, prefix, load_abort, float, SEC) \
		P(class, prefix, load_animtime, float, SEC) \
		P(class, prefix, load_hold, float, SEC) \
		P(class, prefix, load_linkexplode, float, SEC) \
		P(class, prefix, load_max, float, SEC) \
		P(class, prefix, load_releasedeath, float, SEC) \
		P(class, prefix, load_speed, float, SEC) \
		P(class, prefix, load_spread, float, SEC) \
		P(class, prefix, load_spread_bias, float, SEC) \
		P(class, prefix, pickup_ammo, float, NONE) \
		P(class, prefix, radius, float, BOTH) \
		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, speed, float, BOTH) \
		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, Hagar, hagar)
#undef X

ENDCLASS(Hagar)
REGISTER_WEAPON(HAGAR, NEW(Hagar));

SPAWNFUNC_WEAPON(weapon_hagar, WEP_HAGAR)
