]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/minelayer.qh
Merge branch 'master' into martin-t/okc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qh
1 #pragma once
2
3 CLASS(MineLayer, Weapon)
4 /* ammotype  */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
5 /* impulse   */ ATTRIB(MineLayer, impulse, int, 4);
6 /* flags     */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
7 /* rating    */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000);
8 /* color     */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
9 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
14 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
15 /* wepimg    */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
16 /* refname   */ ATTRIB(MineLayer, netname, string, "minelayer");
17 /* wepname   */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, ammo, float, NONE) \
22                 P(class, prefix, animtime, float, NONE) \
23                 P(class, prefix, damageforcescale, float, NONE) \
24                 P(class, prefix, damage, float, NONE) \
25                 P(class, prefix, detonatedelay, float, NONE) \
26                 P(class, prefix, edgedamage, float, NONE) \
27                 P(class, prefix, force, float, NONE) \
28                 P(class, prefix, health, float, NONE) \
29                 P(class, prefix, lifetime, float, NONE) \
30                 P(class, prefix, lifetime_countdown, float, NONE) \
31                 P(class, prefix, limit, float, NONE) \
32                 P(class, prefix, protection, float, NONE) \
33                 P(class, prefix, proximityradius, float, NONE) \
34                 P(class, prefix, radius, float, NONE) \
35                 P(class, prefix, refire, float, NONE) \
36                 P(class, prefix, reload_ammo, float, NONE) \
37         P(class, prefix, reload_time, float, NONE) \
38                 P(class, prefix, remote_damage, float, NONE) \
39                 P(class, prefix, remote_edgedamage, float, NONE) \
40                 P(class, prefix, remote_force, float, NONE) \
41                 P(class, prefix, remote_radius, float, NONE) \
42                 P(class, prefix, speed, float, NONE) \
43         P(class, prefix, switchdelay_drop, float, NONE) \
44         P(class, prefix, switchdelay_raise, float, NONE) \
45                 P(class, prefix, time, 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, MineLayer, minelayer)
52 #undef X
53 ENDCLASS(MineLayer)
54 REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
55
56 #ifdef SVQC
57 void W_MineLayer_Think(entity this);
58 .float minelayer_detonate, mine_explodeanyway;
59 .float mine_time;
60 .vector mine_orientation;
61 #endif