/* fullname */ _("Port-O-Launch")
);
-#define PORTO_SETTINGS(weapon) \
- WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
- WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
- WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
- WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
- WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
- WEP_ADD_PROP(weapon, reloading_time, reload_time) \
- WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
- WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+#define PORTO_SETTINGS(w_cvar,w_prop) \
+ w_cvar(WEP_PORTO, porto, MO_BOTH, animtime) \
+ w_cvar(WEP_PORTO, porto, MO_BOTH, lifetime) \
+ w_cvar(WEP_PORTO, porto, MO_BOTH, refire) \
+ w_cvar(WEP_PORTO, porto, MO_BOTH, speed) \
+ w_cvar(WEP_PORTO, porto, MO_NONE, secondary) \
+ w_prop(WEP_PORTO, porto, float, reloading_ammo, reload_ammo) \
+ w_prop(WEP_PORTO, porto, float, reloading_time, reload_time) \
+ w_prop(WEP_PORTO, porto, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(WEP_PORTO, porto, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(WEP_PORTO, porto, string, weaponreplace, weaponreplace) \
+ w_prop(WEP_PORTO, porto, float, weaponstart, weaponstart) \
+ w_prop(WEP_PORTO, porto, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
-PORTO_SETTINGS(porto)
+PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity porto_current;
.vector porto_v_angle; // holds "held" view angles
.float porto_v_angle_held;
}
case WR_CONFIG:
{
- WEP_CONFIG_SETTINGS(PORTO_SETTINGS(porto))
+ PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
return TRUE;
}
case WR_THINK:
precache_sound ("porto/explode.wav");
precache_sound ("porto/fire.wav");
precache_sound ("porto/unsupported.wav");
- WEP_SET_PROPS(PORTO_SETTINGS(porto), WEP_PORTO)
+ PORTO_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
return TRUE;
}
case WR_SETUP: