4 /* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
5 /* impulse */ ATTRIB(Rifle, impulse, int, 7);
6 /* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000);
8 /* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
9 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
11 /* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
13 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
14 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
15 /* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex");
16 /* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
17 /* refname */ ATTRIB(Rifle, netname, string, "rifle");
18 /* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
20 #define X(BEGIN, P, END, class, prefix) \
22 P(class, prefix, ammo, float, BOTH) \
23 P(class, prefix, animtime, float, BOTH) \
24 P(class, prefix, bullethail, float, BOTH) \
25 P(class, prefix, burstcost, float, BOTH) \
26 P(class, prefix, bursttime, float, NONE) \
27 P(class, prefix, damage, float, BOTH) \
28 P(class, prefix, force, float, BOTH) \
29 P(class, prefix, refire, float, BOTH) \
30 P(class, prefix, reload, float, SEC) \
31 P(class, prefix, reload_ammo, float, NONE) \
32 P(class, prefix, reload_time, float, NONE) \
33 P(class, prefix, secondary, float, NONE) \
34 P(class, prefix, shots, float, BOTH) \
35 P(class, prefix, solidpenetration, float, BOTH) \
36 P(class, prefix, spread, float, BOTH) \
37 P(class, prefix, switchdelay_drop, float, NONE) \
38 P(class, prefix, switchdelay_raise, float, NONE) \
39 P(class, prefix, tracer, float, BOTH) \
40 P(class, prefix, weaponreplace, string, NONE) \
41 P(class, prefix, weaponstartoverride, float, NONE) \
42 P(class, prefix, weaponstart, float, NONE) \
43 P(class, prefix, weaponthrowable, float, NONE) \
45 W_PROPS(X, Rifle, rifle)
48 REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
52 .float rifle_accumulator;