#pragma once CLASS(HLAC, Weapon) /* spawnfunc */ ATTRIB(HLAC, m_canonical_spawnfunc, string, "weapon_hlac"); /* ammotype */ ATTRIB(HLAC, ammo_type, Resource, RES_CELLS); /* impulse */ ATTRIB(HLAC, impulse, int, 6); /* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000); /* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0'); /* modelname */ ATTRIB(HLAC, mdl, string, "hlac"); #ifdef GAMEQC /* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM); /* flash mdl */ ATTRIB(HLAC, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(HLAC, m_muzzleeffect, entity, EFFECT_BLASTER_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac"); /* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac"); /* refname */ ATTRIB(HLAC, netname, string, "hlac"); /* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, edgedamage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, lifetime, float, BOTH) \ P(class, prefix, radius, float, BOTH) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, secondary, float, NONE) \ P(class, prefix, shots, float, SEC) \ P(class, prefix, speed, float, BOTH) \ P(class, prefix, spread, float, SEC) \ P(class, prefix, spread_add, float, PRI) \ P(class, prefix, spread_crouchmod, float, BOTH) \ P(class, prefix, spread_max, float, PRI) \ P(class, prefix, spread_min, float, PRI) \ 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, HLAC, hlac) #undef X ENDCLASS(HLAC) REGISTER_WEAPON(HLAC, hlac, NEW(HLAC)); SPAWNFUNC_WEAPON(weapon_hlac, WEP_HLAC)