4 /* spawnfunc */ ATTRIB(Blaster, m_canonical_spawnfunc, string, "weapon_blaster");
5 /* ammotype */ //ATTRIB(Blaster, ammo_type, int, RES_NONE);
6 /* impulse */ ATTRIB(Blaster, impulse, int, 1);
7 /* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
8 /* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
9 /* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
10 /* modelname */ ATTRIB(Blaster, mdl, string, "laser");
12 /* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
14 /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
15 /* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
16 /* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
17 /* refname */ ATTRIB(Blaster, netname, string, "blaster");
18 /* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
20 #define X(BEGIN, P, END, class, prefix) \
22 P(class, prefix, animtime, float, BOTH) \
23 P(class, prefix, damage, float, BOTH) \
24 P(class, prefix, delay, float, BOTH) \
25 P(class, prefix, edgedamage, float, BOTH) \
26 P(class, prefix, force, float, BOTH) \
27 P(class, prefix, force_zscale, float, BOTH) \
28 P(class, prefix, lifetime, float, BOTH) \
29 P(class, prefix, radius, float, BOTH) \
30 P(class, prefix, refire, float, BOTH) \
31 P(class, prefix, secondary, float, NONE) \
32 P(class, prefix, shotangle, float, BOTH) \
33 P(class, prefix, speed, float, BOTH) \
34 P(class, prefix, spread, float, BOTH) \
35 P(class, prefix, switchdelay_drop, float, NONE) \
36 P(class, prefix, switchdelay_raise, float, NONE) \
37 P(class, prefix, weaponreplace, string, NONE) \
38 P(class, prefix, weaponstartoverride, float, NONE) \
39 P(class, prefix, weaponstart, float, NONE) \
40 P(class, prefix, weaponthrowable, float, NONE) \
42 W_PROPS(X, Blaster, blaster)
46 REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
48 SPAWNFUNC_WEAPON(weapon_blaster, WEP_BLASTER)
49 SPAWNFUNC_WEAPON(weapon_laser, WEP_BLASTER)
51 CLASS(OffhandBlaster, OffhandWeapon)
52 ENDCLASS(OffhandBlaster)
53 OffhandBlaster OFFHAND_BLASTER; STATIC_INIT(OFFHAND_BLASTER) { OFFHAND_BLASTER = NEW(OffhandBlaster); }
56 .float blaster_damage;
57 .float blaster_edgedamage;
58 .float blaster_radius;
60 .float blaster_lifetime;
62 // Will be demacroed after WEP_CVAR macros are also demacroed.
63 #define BLASTER_SECONDARY_ATTACK(weapon_name, actor, weaponentity) \
64 makevectors(actor.v_angle); \
68 WEP_BLASTER.m_id | HITTYPE_SECONDARY, \
69 WEP_CVAR_SEC(weapon_name, shotangle), \
70 WEP_CVAR_SEC(weapon_name, damage), \
71 WEP_CVAR_SEC(weapon_name, edgedamage), \
72 WEP_CVAR_SEC(weapon_name, radius), \
73 WEP_CVAR_SEC(weapon_name, force), \
74 WEP_CVAR_SEC(weapon_name, speed), \
75 WEP_CVAR_SEC(weapon_name, spread), \
76 WEP_CVAR_SEC(weapon_name, delay), \
77 WEP_CVAR_SEC(weapon_name, lifetime) \