4 /* spawnfunc */ ATTRIB(Mortar, m_canonical_spawnfunc, string, "weapon_mortar");
5 /* ammotype */ ATTRIB(Mortar, ammo_type, Resource, RES_ROCKETS);
6 /* impulse */ ATTRIB(Mortar, impulse, int, 4);
7 /* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
8 /* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
9 /* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
10 /* modelname */ ATTRIB(Mortar, mdl, string, "gl");
12 /* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
13 /* flash mdl */ ATTRIB(Mortar, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Mortar, m_muzzleeffect, entity, EFFECT_GRENADE_MUZZLEFLASH);
16 /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
17 /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
18 /* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
19 /* refname */ ATTRIB(Mortar, netname, string, "mortar");
20 /* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
21 /* legacy */ ATTRIB(Mortar, m_deprecated_netname, string, "grenadelauncher");
23 #define X(BEGIN, P, END, class, prefix) \
25 P(class, prefix, ammo, float, BOTH) \
26 P(class, prefix, animtime, float, BOTH) \
27 P(class, prefix, bouncefactor, float, NONE) \
28 P(class, prefix, bouncestop, float, NONE) \
29 P(class, prefix, damageforcescale, float, BOTH) \
30 P(class, prefix, damage, float, BOTH) \
31 P(class, prefix, edgedamage, float, BOTH) \
32 P(class, prefix, force, float, BOTH) \
33 P(class, prefix, health, float, BOTH) \
34 P(class, prefix, lifetime, float, BOTH) \
35 P(class, prefix, lifetime_bounce, float, SEC) \
36 P(class, prefix, lifetime_stick, float, BOTH) \
37 P(class, prefix, radius, float, BOTH) \
38 P(class, prefix, refire, float, BOTH) \
39 P(class, prefix, reload_ammo, float, NONE) \
40 P(class, prefix, reload_time, float, NONE) \
41 P(class, prefix, remote_detonateprimary, float, SEC) \
42 P(class, prefix, remote_minbouncecnt, float, PRI) \
43 P(class, prefix, speed, float, BOTH) \
44 P(class, prefix, speed_up, float, BOTH) \
45 P(class, prefix, speed_z, float, BOTH) \
46 P(class, prefix, spread, float, BOTH) \
47 P(class, prefix, switchdelay_drop, float, NONE) \
48 P(class, prefix, switchdelay_raise, float, NONE) \
49 P(class, prefix, type, float, BOTH) \
50 P(class, prefix, weaponreplace, string, NONE) \
51 P(class, prefix, weaponstartoverride, float, NONE) \
52 P(class, prefix, weaponstart, float, NONE) \
53 P(class, prefix, weaponthrowable, float, NONE) \
55 W_PROPS(X, Mortar, mortar)
58 REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
60 SPAWNFUNC_WEAPON(weapon_mortar, WEP_MORTAR)
61 SPAWNFUNC_WEAPON(weapon_grenadelauncher, WEP_MORTAR)
64 .float gl_detonate_later;