#pragma once #include CLASS(RocketPropelledChainsaw, Weapon) /* spawnfunc */ ATTRIB(RocketPropelledChainsaw, m_canonical_spawnfunc, string, "weapon_rpc"); /* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_type, int, RESOURCE_ROCKETS); /* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 9); /* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON); /* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, 10000); /* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0'); /* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl"); #ifdef GAMEQC /* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM); #endif /* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher"); /* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc"); /* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc"); /* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, animtime, float, PRI) \ P(class, prefix, damage, float, PRI) \ P(class, prefix, damage2, float, PRI) \ P(class, prefix, damageforcescale, float, PRI) \ P(class, prefix, edgedamage, float, PRI) \ P(class, prefix, force, float, PRI) \ P(class, prefix, health, float, PRI) \ P(class, prefix, lifetime, float, PRI) \ P(class, prefix, radius, float, PRI) \ P(class, prefix, refire, float, PRI) \ P(class, prefix, speedaccel, float, PRI) \ P(class, prefix, speed, float, PRI) \ 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) \ 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, RocketPropelledChainsaw, rpc) #undef X ENDCLASS(RocketPropelledChainsaw) REGISTER_WEAPON(RPC, rpc, NEW(RocketPropelledChainsaw)); SPAWNFUNC_WEAPON(weapon_rpc, WEP_RPC)