#pragma once CLASS(Mortar, Weapon) /* spawnfunc */ ATTRIB(Mortar, m_canonical_spawnfunc, string, "weapon_mortar"); /* ammotype */ ATTRIB(Mortar, ammo_type, Resource, RES_ROCKETS); /* impulse */ ATTRIB(Mortar, impulse, int, 4); /* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM); /* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000); /* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0'); /* modelname */ ATTRIB(Mortar, mdl, string, "gl"); #ifdef GAMEQC /* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM); /* flash mdl */ ATTRIB(Mortar, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Mortar, m_muzzleeffect, entity, EFFECT_GRENADE_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher"); /* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7); /* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher"); /* refname */ ATTRIB(Mortar, netname, string, "mortar"); /* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar")); /* legacy */ ATTRIB(Mortar, m_deprecated_netname, string, "grenadelauncher"); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, bouncefactor, float, NONE) \ P(class, prefix, bouncestop, float, NONE) \ P(class, prefix, damageforcescale, float, BOTH) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, edgedamage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, health, float, BOTH) \ P(class, prefix, lifetime, float, BOTH) \ P(class, prefix, lifetime_bounce, float, SEC) \ P(class, prefix, lifetime_stick, 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, remote_detonateprimary, float, SEC) \ P(class, prefix, remote_minbouncecnt, float, PRI) \ P(class, prefix, speed, float, BOTH) \ P(class, prefix, speed_up, float, BOTH) \ P(class, prefix, speed_z, float, BOTH) \ P(class, prefix, spread, float, BOTH) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, type, float, BOTH) \ 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, Mortar, mortar) #undef X ENDCLASS(Mortar) REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar)); SPAWNFUNC_WEAPON(weapon_mortar, WEP_MORTAR) SPAWNFUNC_WEAPON(weapon_grenadelauncher, WEP_MORTAR) #ifdef SVQC .float gl_detonate_later; .float gl_bouncecnt; #endif