3 CLASS(MachineGun, Weapon)
4 /* spawnfunc */ ATTRIB(MachineGun, m_canonical_spawnfunc, string, "weapon_machinegun");
5 /* ammotype */ ATTRIB(MachineGun, ammo_type, int, RESOURCE_BULLETS);
6 /* impulse */ ATTRIB(MachineGun, impulse, int, 3);
7 /* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
8 /* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000);
9 /* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
10 /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
12 /* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
14 /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
15 /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
16 /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
17 /* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
18 /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
20 #define X(BEGIN, P, END, class, prefix) \
22 P(class, prefix, burst, float, NONE) \
23 P(class, prefix, burst_ammo, float, NONE) \
24 P(class, prefix, burst_animtime, float, NONE) \
25 P(class, prefix, burst_refire2, float, NONE) \
26 P(class, prefix, burst_refire, float, NONE) \
27 P(class, prefix, burst_speed, float, NONE) \
28 P(class, prefix, first, float, NONE) \
29 P(class, prefix, first_ammo, float, NONE) \
30 P(class, prefix, first_damage, float, NONE) \
31 P(class, prefix, first_force, float, NONE) \
32 P(class, prefix, first_refire, float, NONE) \
33 P(class, prefix, first_spread, float, NONE) \
34 P(class, prefix, mode, float, NONE) \
35 P(class, prefix, reload_ammo, float, NONE) \
36 P(class, prefix, reload_time, float, NONE) \
37 P(class, prefix, solidpenetration, float, NONE) \
38 P(class, prefix, spread_add, float, NONE) \
39 P(class, prefix, spread_max, float, NONE) \
40 P(class, prefix, spread_min, float, NONE) \
41 P(class, prefix, sustained_ammo, float, NONE) \
42 P(class, prefix, sustained_damage, float, NONE) \
43 P(class, prefix, sustained_force, float, NONE) \
44 P(class, prefix, sustained_refire, float, NONE) \
45 P(class, prefix, sustained_spread, float, NONE) \
46 P(class, prefix, switchdelay_drop, float, NONE) \
47 P(class, prefix, switchdelay_raise, float, NONE) \
48 P(class, prefix, weaponreplace, string,NONE) \
49 P(class, prefix, weaponstartoverride, float, NONE) \
50 P(class, prefix, weaponstart, float, NONE) \
51 P(class, prefix, weaponthrowable, float, NONE) \
53 W_PROPS(X, MachineGun, machinegun)
57 REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
59 SPAWNFUNC_WEAPON(weapon_machinegun, WEP_MACHINEGUN)
60 SPAWNFUNC_WEAPON(weapon_uzi, WEP_MACHINEGUN)