#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, FIREBALL, fireball)
#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, MO_BOTH, animtime) \
- w_cvar(id, sn, MO_BOTH, refire) \
- w_cvar(id, sn, MO_BOTH, damage) \
- w_cvar(id, sn, MO_BOTH, damageforcescale) \
- w_cvar(id, sn, MO_BOTH, speed) \
- w_cvar(id, sn, MO_BOTH, spread) \
- w_cvar(id, sn, MO_BOTH, lifetime) \
- w_cvar(id, sn, MO_BOTH, laserburntime) \
- w_cvar(id, sn, MO_BOTH, laserdamage) \
- w_cvar(id, sn, MO_BOTH, laseredgedamage) \
- w_cvar(id, sn, MO_BOTH, laserradius) \
- w_cvar(id, sn, MO_PRI, edgedamage) \
- w_cvar(id, sn, MO_PRI, force) \
- w_cvar(id, sn, MO_PRI, radius) \
- w_cvar(id, sn, MO_PRI, health) \
- w_cvar(id, sn, MO_PRI, refire2) \
- w_cvar(id, sn, MO_PRI, bfgdamage) \
- w_cvar(id, sn, MO_PRI, bfgforce) \
- w_cvar(id, sn, MO_PRI, bfgradius) \
- w_cvar(id, sn, MO_SEC, damagetime) \
- w_cvar(id, sn, MO_SEC, speed_up) \
- w_cvar(id, sn, MO_SEC, speed_z) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, damageforcescale) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, laserburntime) \
+ w_cvar(id, sn, BOTH, laserdamage) \
+ w_cvar(id, sn, BOTH, laseredgedamage) \
+ w_cvar(id, sn, BOTH, laserradius) \
+ w_cvar(id, sn, PRI, edgedamage) \
+ w_cvar(id, sn, PRI, force) \
+ w_cvar(id, sn, PRI, radius) \
+ w_cvar(id, sn, PRI, health) \
+ w_cvar(id, sn, PRI, refire2) \
+ w_cvar(id, sn, PRI, bfgdamage) \
+ w_cvar(id, sn, PRI, bfgforce) \
+ w_cvar(id, sn, PRI, bfgradius) \
+ w_cvar(id, sn, SEC, damagetime) \
+ w_cvar(id, sn, SEC, speed_up) \
+ w_cvar(id, sn, SEC, speed_z) \
w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \