3 CLASS(OverkillShotgun, Weapon)
4 /* ammotype */ ATTRIB(OverkillShotgun, ammo_type, int, RESOURCE_SHELLS);
5 /* impulse */ ATTRIB(OverkillShotgun, impulse, int, 2);
6 /* flags */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
8 /* color */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
9 /* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
11 /* model */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM);
13 /* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
14 /* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
15 /* wepimg */ ATTRIB(OverkillShotgun, model2, string, "weaponshotgun");
16 /* refname */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
17 /* wepname */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, PRI) \
22 P(class, prefix, animtime, float, PRI) \
23 P(class, prefix, bot_range, float, PRI) \
24 P(class, prefix, bullets, float, PRI) \
25 P(class, prefix, damage, float, PRI) \
26 P(class, prefix, force, float, PRI) \
27 P(class, prefix, refire, float, PRI) \
28 P(class, prefix, solidpenetration, float, PRI) \
29 P(class, prefix, spread, float, PRI) \
30 P(class, prefix, animtime, float, SEC) \
31 P(class, prefix, damage, float, SEC) \
32 P(class, prefix, delay, float, SEC) \
33 P(class, prefix, edgedamage, float, SEC) \
34 P(class, prefix, force, float, SEC) \
35 P(class, prefix, lifetime, float, SEC) \
36 P(class, prefix, radius, float, SEC) \
37 P(class, prefix, refire, float, SEC) \
38 P(class, prefix, refire_type, float, SEC) \
39 P(class, prefix, shotangle, float, SEC) \
40 P(class, prefix, speed, float, SEC) \
41 P(class, prefix, spread, float, SEC) \
42 P(class, prefix, reload_ammo, float, NONE) \
43 P(class, prefix, reload_time, float, NONE) \
44 P(class, prefix, switchdelay_drop, float, NONE) \
45 P(class, prefix, switchdelay_raise, float, NONE) \
46 P(class, prefix, weaponreplace, string,NONE) \
47 P(class, prefix, weaponstartoverride, float, NONE) \
48 P(class, prefix, weaponstart, float, NONE) \
49 P(class, prefix, weaponthrowable, float, NONE) \
51 W_PROPS(X, OverkillShotgun, okshotgun)
54 ENDCLASS(OverkillShotgun)
55 REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun));