#pragma once CLASS(OverkillShotgun, Weapon) /* spawnfunc */ ATTRIB(OverkillShotgun, m_canonical_spawnfunc, string, "weapon_okshotgun"); /* ammotype */ ATTRIB(OverkillShotgun, ammo_type, int, RES_SHELLS); /* impulse */ ATTRIB(OverkillShotgun, impulse, int, 2); /* flags */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED); /* rating */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000); /* color */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0'); /* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun"); #ifdef GAMEQC /* model */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM); #endif /* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun"); /* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65); /* wepimg */ ATTRIB(OverkillShotgun, model2, string, "ok_weapon_shotgun"); /* refname */ ATTRIB(OverkillShotgun, netname, string, "okshotgun"); /* wepname */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, animtime, float, PRI) \ P(class, prefix, bot_range, float, PRI) \ P(class, prefix, bullets, float, PRI) \ P(class, prefix, damage, float, PRI) \ P(class, prefix, force, float, PRI) \ P(class, prefix, refire, float, PRI) \ P(class, prefix, solidpenetration, float, PRI) \ P(class, prefix, spread, float, PRI) \ 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, force_zscale, 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) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, 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, OverkillShotgun, okshotgun) #undef X ENDCLASS(OverkillShotgun) REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun)); //SPAWNFUNC_WEAPON(weapon_okshotgun, WEP_OVERKILL_SHOTGUN)