#pragma once #include CLASS(HeavyMachineGun, Weapon) /* spawnfunc */ ATTRIB(HeavyMachineGun, m_canonical_spawnfunc, string, "weapon_hmg"); /* ammotype */ ATTRIB(HeavyMachineGun, ammo_type, int, RESOURCE_BULLETS); /* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3); /* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON); /* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, 10000); /* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0'); /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg"); #ifdef GAMEQC /* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM); #endif /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi"); /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg"); /* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg"); /* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, NONE) \ P(class, prefix, damage, float, NONE) \ P(class, prefix, force, float, NONE) \ P(class, prefix, refire, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, solidpenetration, float, NONE) \ P(class, prefix, spread_add, float, NONE) \ P(class, prefix, spread_max, float, NONE) \ P(class, prefix, spread_min, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ END() W_PROPS(X, HeavyMachineGun, hmg) #undef X ENDCLASS(HeavyMachineGun) REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun)); SPAWNFUNC_WEAPON(weapon_hmg, WEP_HMG)