3 #include <common/weapons/all.qh>
5 CLASS(OverkillHeavyMachineGun, Weapon)
6 /* spawnfunc */ ATTRIB(OverkillHeavyMachineGun, m_canonical_spawnfunc, string, "weapon_okhmg");
7 /* ammotype */ ATTRIB(OverkillHeavyMachineGun, ammo_type, Resource, RES_BULLETS);
8 /* impulse */ ATTRIB(OverkillHeavyMachineGun, impulse, int, 3);
9 /* flags */ ATTRIB(OverkillHeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON | WEP_FLAG_PENETRATEWALLS);
10 /* rating */ ATTRIB(OverkillHeavyMachineGun, bot_pickupbasevalue, float, 10000);
11 /* color */ ATTRIB(OverkillHeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
12 /* modelname */ ATTRIB(OverkillHeavyMachineGun, mdl, string, "ok_hmg");
14 /* model */ ATTRIB(OverkillHeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
15 /* flash mdl */ ATTRIB(OverkillHeavyMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
16 /* flash eff */ ATTRIB(OverkillHeavyMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
18 /* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
19 /* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair_size, float, 0.6);
20 /* wepimg */ ATTRIB(OverkillHeavyMachineGun, model2, string, "weaponhmg");
21 /* refname */ ATTRIB(OverkillHeavyMachineGun, netname, string, "okhmg");
22 /* wepname */ ATTRIB(OverkillHeavyMachineGun, m_name, string, _("Overkill Heavy Machine Gun"));
23 /* legacy */ ATTRIB(OverkillHeavyMachineGun, m_deprecated_netname, string, "hmg");
25 #define X(BEGIN, P, END, class, prefix) \
27 P(class, prefix, ammo, float, PRI) \
28 P(class, prefix, damage, float, PRI) \
29 P(class, prefix, force, float, PRI) \
30 P(class, prefix, refire, float, PRI) \
31 P(class, prefix, solidpenetration, float, PRI) \
32 P(class, prefix, spread_add, float, PRI) \
33 P(class, prefix, spread_max, float, PRI) \
34 P(class, prefix, spread_min, float, PRI) \
35 P(class, prefix, ammo, float, SEC) \
36 P(class, prefix, animtime, float, SEC) \
37 P(class, prefix, damage, float, SEC) \
38 P(class, prefix, delay, float, SEC) \
39 P(class, prefix, edgedamage, float, SEC) \
40 P(class, prefix, force, float, SEC) \
41 P(class, prefix, force_zscale, float, SEC) \
42 P(class, prefix, lifetime, float, SEC) \
43 P(class, prefix, radius, float, SEC) \
44 P(class, prefix, refire, float, SEC) \
45 P(class, prefix, refire_type, float, SEC) \
46 P(class, prefix, shotangle, float, SEC) \
47 P(class, prefix, speed, float, SEC) \
48 P(class, prefix, spread, float, SEC) \
49 P(class, prefix, reload_ammo, float, NONE) \
50 P(class, prefix, reload_time, float, NONE) \
51 P(class, prefix, switchdelay_drop, float, NONE) \
52 P(class, prefix, switchdelay_raise, float, NONE) \
53 P(class, prefix, weaponreplace, string, NONE) \
54 P(class, prefix, weaponstartoverride, float, NONE) \
55 P(class, prefix, weaponstart, float, NONE) \
56 P(class, prefix, weaponthrowable, float, NONE) \
58 W_PROPS(X, OverkillHeavyMachineGun, okhmg)
61 ENDCLASS(OverkillHeavyMachineGun)
62 REGISTER_WEAPON(OVERKILL_HMG, okhmg, NEW(OverkillHeavyMachineGun));
64 //SPAWNFUNC_WEAPON(weapon_okhmg, WEP_OVERKILL_HMG)
65 //SPAWNFUNC_WEAPON(weapon_hmg, WEP_OVERKILL_HMG)