#pragma once CLASS(MachineGun, Weapon) /* spawnfunc */ ATTRIB(MachineGun, m_canonical_spawnfunc, string, "weapon_machinegun"); /* ammotype */ ATTRIB(MachineGun, ammo_type, int, RESOURCE_BULLETS); /* impulse */ ATTRIB(MachineGun, impulse, int, 3); /* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS); /* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000); /* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0'); /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi"); #ifdef GAMEQC /* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM); #endif /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi"); /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi"); /* refname */ ATTRIB(MachineGun, netname, string, "machinegun"); /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, burst, float, NONE) \ P(class, prefix, burst_ammo, float, NONE) \ P(class, prefix, burst_animtime, float, NONE) \ P(class, prefix, burst_refire2, float, NONE) \ P(class, prefix, burst_refire, float, NONE) \ P(class, prefix, burst_speed, float, NONE) \ P(class, prefix, first, float, NONE) \ P(class, prefix, first_ammo, float, NONE) \ P(class, prefix, first_damage, float, NONE) \ P(class, prefix, first_force, float, NONE) \ P(class, prefix, first_refire, float, NONE) \ P(class, prefix, first_spread, float, NONE) \ P(class, prefix, mode, 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, sustained_ammo, float, NONE) \ P(class, prefix, sustained_damage, float, NONE) \ P(class, prefix, sustained_force, float, NONE) \ P(class, prefix, sustained_refire, float, NONE) \ P(class, prefix, sustained_spread, 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, MachineGun, machinegun) #undef X ENDCLASS(MachineGun) REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun)); SPAWNFUNC_WEAPON(weapon_machinegun, WEP_MACHINEGUN) SPAWNFUNC_WEAPON(weapon_uzi, WEP_MACHINEGUN)