OK weapons: Removed unused stuff from shotgun and machinegun.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okshotgun.qh
1 #pragma once
2
3 CLASS(OverkillShotgun, Weapon)
4 /* ammotype  */ ATTRIB(OverkillShotgun, ammo_type, int, RESOURCE_SHELLS);
5 /* impulse   */ ATTRIB(OverkillShotgun, impulse, int, 2);
6 /* flags     */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating    */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
8 /* color     */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
9 /* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
14 /* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
15 /* wepimg    */ ATTRIB(OverkillShotgun, model2, string, "weaponshotgun");
16 /* refname   */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
17 /* wepname   */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, ammo, float, PRI) \
22                 P(class, prefix, animtime, float, PRI) \
23                 P(class, prefix, bot_range, float, PRI) \
24                 P(class, prefix, bullets, float, PRI) \
25                 P(class, prefix, damage, float, PRI) \
26                 P(class, prefix, force, float, PRI) \
27                 P(class, prefix, refire, float, PRI) \
28                 P(class, prefix, solidpenetration, float, PRI) \
29                 P(class, prefix, spread, float, PRI) \
30                 P(class, prefix, animtime, float, SEC) \
31                 P(class, prefix, damage, float, SEC) \
32                 P(class, prefix, delay, float, SEC) \
33                 P(class, prefix, edgedamage, float, SEC) \
34                 P(class, prefix, force, float, SEC) \
35                 P(class, prefix, lifetime, float, SEC) \
36                 P(class, prefix, radius, float, SEC) \
37                 P(class, prefix, refire, float, SEC) \
38                 P(class, prefix, refire_type, float, SEC) \
39                 P(class, prefix, shotangle, float, SEC) \
40                 P(class, prefix, speed, float, SEC) \
41                 P(class, prefix, spread, float, SEC) \
42                 P(class, prefix, reload_ammo, float, NONE) \
43                 P(class, prefix, reload_time, float, NONE) \
44                 P(class, prefix, switchdelay_drop, float, NONE) \
45                 P(class, prefix, switchdelay_raise, float, NONE) \
46                 P(class, prefix, weaponreplace, string,NONE) \
47                 P(class, prefix, weaponstartoverride, float, NONE) \
48                 P(class, prefix, weaponstart, float, NONE) \
49                 P(class, prefix, weaponthrowable, float, NONE) \
50         END()
51         W_PROPS(X, OverkillShotgun, okshotgun)
52 #undef X
53
54 ENDCLASS(OverkillShotgun)
55 REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun));