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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qh
1 #pragma once
2
3 CLASS(Fireball, Weapon)
4 /* ammotype  */ //ATTRIB(Fireball, ammo_type, int, RESOURCE_NONE);
5 /* impulse   */ ATTRIB(Fireball, impulse, int, 9);
6 /* flags     */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
7 /* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
8 /* color     */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
9 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
14 /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
15 /* wepimg    */ ATTRIB(Fireball, model2, string, "weaponfireball");
16 /* refname   */ ATTRIB(Fireball, netname, string, "fireball");
17 /* wepname   */ ATTRIB(Fireball, m_name, string, _("Fireball"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, animtime, float, BOTH) \
22                 P(class, prefix, bfgdamage, float, PRI) \
23                 P(class, prefix, bfgforce, float, PRI) \
24                 P(class, prefix, bfgradius, float, PRI) \
25                 P(class, prefix, damageforcescale, float, BOTH) \
26                 P(class, prefix, damagetime, float, SEC) \
27                 P(class, prefix, damage, float, BOTH) \
28                 P(class, prefix, edgedamage, float, PRI) \
29                 P(class, prefix, force, float, PRI) \
30                 P(class, prefix, health, float, PRI) \
31                 P(class, prefix, laserburntime, float, BOTH) \
32                 P(class, prefix, laserdamage, float, BOTH) \
33                 P(class, prefix, laseredgedamage, float, BOTH) \
34                 P(class, prefix, laserradius, float, BOTH) \
35                 P(class, prefix, lifetime, float, BOTH) \
36                 P(class, prefix, radius, float, PRI) \
37                 P(class, prefix, refire2, float, PRI) \
38                 P(class, prefix, refire, float, BOTH) \
39                 P(class, prefix, speed, float, BOTH) \
40                 P(class, prefix, speed_up, float, SEC) \
41                 P(class, prefix, speed_z, float, SEC) \
42                 P(class, prefix, spread, float, BOTH) \
43                 P(class, prefix, switchdelay_drop, float, NONE) \
44                 P(class, prefix, switchdelay_raise, float, NONE) \
45                 P(class, prefix, weaponreplace, string,NONE) \
46                 P(class, prefix, weaponstartoverride, float, NONE) \
47                 P(class, prefix, weaponstart, float, NONE) \
48                 P(class, prefix, weaponthrowable, float, NONE) \
49         END()
50         W_PROPS(X, Fireball, fireball)
51 #undef X
52
53 ENDCLASS(Fireball)
54 REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
55
56 #ifdef SVQC
57 .float bot_primary_fireballmooth; // whatever a mooth is
58 .vector fireball_impactvec;
59 .float fireball_primarytime;
60 spawnfunc(weapon_fireball);
61 #endif