]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/mortar.qh
Merge branch 'Lyberta/URS3' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / mortar.qh
1 #pragma once
2
3 CLASS(Mortar, Weapon)
4 /* ammotype  */ ATTRIB(Mortar, ammo_type, int, RESOURCE_ROCKETS);
5 /* impulse   */ ATTRIB(Mortar, impulse, int, 4);
6 /* flags     */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating    */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
8 /* color     */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
9 /* modelname */ ATTRIB(Mortar, mdl, string, "gl");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
14 /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
15 /* wepimg    */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
16 /* refname   */ ATTRIB(Mortar, netname, string, "mortar");
17 /* wepname   */ ATTRIB(Mortar, m_name, string, _("Mortar"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, ammo, float, BOTH) \
22                 P(class, prefix, animtime, float, BOTH) \
23                 P(class, prefix, bouncefactor, float, NONE) \
24                 P(class, prefix, bouncestop, float, NONE) \
25                 P(class, prefix, damageforcescale, float, BOTH) \
26                 P(class, prefix, damage, float, BOTH) \
27                 P(class, prefix, edgedamage, float, BOTH) \
28                 P(class, prefix, force, float, BOTH) \
29                 P(class, prefix, health, float, BOTH) \
30                 P(class, prefix, lifetime, float, BOTH) \
31                 P(class, prefix, lifetime_bounce, float, SEC) \
32                 P(class, prefix, lifetime_stick, float, BOTH) \
33                 P(class, prefix, radius, float, BOTH) \
34                 P(class, prefix, refire, float, BOTH) \
35                 P(class, prefix, reload_ammo, float, NONE) \
36                 P(class, prefix, reload_time, float, NONE) \
37                 P(class, prefix, remote_detonateprimary, float, SEC) \
38                 P(class, prefix, remote_minbouncecnt, float, PRI) \
39                 P(class, prefix, speed, float, BOTH) \
40                 P(class, prefix, speed_up, float, BOTH) \
41                 P(class, prefix, speed_z, float, BOTH) \
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, type, float, BOTH) \
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, Mortar, mortar)
52 #undef X
53 ENDCLASS(Mortar)
54 REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
55
56
57 #ifdef SVQC
58 .float gl_detonate_later;
59 .float gl_bouncecnt;
60 #endif