#pragma once CLASS(OverkillNex, Weapon) /* spawnfunc */ ATTRIB(OverkillNex, m_canonical_spawnfunc, string, "weapon_oknex"); /* ammotype */ ATTRIB(OverkillNex, ammo_type, int, RES_CELLS); /* impulse */ ATTRIB(OverkillNex, impulse, int, 7); /* flags */ ATTRIB(OverkillNex, spawnflags, int, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED); /* rating */ ATTRIB(OverkillNex, bot_pickupbasevalue, float, 8000); /* color */ ATTRIB(OverkillNex, wpcolor, vector, '0.5 1 1'); /* modelname */ ATTRIB(OverkillNex, mdl, string, "ok_sniper"); #ifdef GAMEQC /* model */ ATTRIB(OverkillNex, m_model, Model, MDL_OK_SNIPER_ITEM); #endif /* crosshair */ ATTRIB(OverkillNex, w_crosshair, string, "gfx/crosshairnex"); /* crosshair */ ATTRIB(OverkillNex, w_crosshair_size, float, 0.65); /* reticle */ ATTRIB(OverkillNex, w_reticle, string, "gfx/reticle_nex"); /* wepimg */ ATTRIB(OverkillNex, model2, string, "ok_weapon_rail"); /* refname */ ATTRIB(OverkillNex, netname, string, "oknex"); /* wepname */ ATTRIB(OverkillNex, m_name, string, _("Overkill Nex")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, animtime, float, PRI) \ P(class, prefix, chargepool, float, SEC) \ P(class, prefix, chargepool_pause_regen, float, SEC) \ P(class, prefix, chargepool_regen, float, SEC) \ P(class, prefix, charge, float, NONE) \ P(class, prefix, charge_animlimit, float, NONE) \ P(class, prefix, charge_limit, float, NONE) \ P(class, prefix, charge_maxspeed, float, NONE) \ P(class, prefix, charge_mindmg, float, NONE) \ P(class, prefix, charge_minspeed, float, NONE) \ P(class, prefix, charge_rate, float, NONE) \ P(class, prefix, charge_rot_pause, float, NONE) \ P(class, prefix, charge_rot_rate, float, NONE) \ P(class, prefix, charge_shot_multiplier, float, NONE) \ P(class, prefix, charge_start, float, NONE) \ P(class, prefix, charge_velocity_rate, float, NONE) \ P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \ P(class, prefix, damagefalloff_halflife, float, BOTH) \ P(class, prefix, damagefalloff_maxdist, float, BOTH) \ P(class, prefix, damagefalloff_mindist, float, BOTH) \ P(class, prefix, damage, float, PRI) \ P(class, prefix, force, float, PRI) \ P(class, prefix, refire, float, PRI) \ P(class, prefix, secondary, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, weaponreplace, string, NONE) \ P(class, prefix, weaponstart, float, NONE) \ P(class, prefix, weaponstartoverride, float, NONE) \ P(class, prefix, weaponthrowable, float, NONE) \ P(class, prefix, ammo, float, SEC) \ P(class, prefix, animtime, float, SEC) \ P(class, prefix, damage, float, SEC) \ P(class, prefix, delay, float, SEC) \ P(class, prefix, edgedamage, float, SEC) \ P(class, prefix, force, float, SEC) \ P(class, prefix, lifetime, float, SEC) \ P(class, prefix, radius, float, SEC) \ P(class, prefix, refire, float, SEC) \ P(class, prefix, refire_type, float, SEC) \ P(class, prefix, shotangle, float, SEC) \ P(class, prefix, speed, float, SEC) \ P(class, prefix, spread, float, SEC) \ END() W_PROPS(X, OverkillNex, oknex) #undef X ENDCLASS(OverkillNex) REGISTER_WEAPON(OVERKILL_NEX, oknex, NEW(OverkillNex)); //SPAWNFUNC_WEAPON(weapon_oknex, WEP_OVERKILL_NEX)