#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, MO_BOTH, animtime) \
- w_cvar(id, sn, MO_BOTH, ammo) \
- w_cvar(id, sn, MO_BOTH, refire) \
- w_cvar(id, sn, MO_PRI, hooked_ammo) \
- w_cvar(id, sn, MO_PRI, hooked_time_free) \
- w_cvar(id, sn, MO_PRI, hooked_time_max) \
- w_cvar(id, sn, MO_SEC, damage) \
- w_cvar(id, sn, MO_SEC, duration) \
- w_cvar(id, sn, MO_SEC, edgedamage) \
- w_cvar(id, sn, MO_SEC, force) \
- w_cvar(id, sn, MO_SEC, gravity) \
- w_cvar(id, sn, MO_SEC, lifetime) \
- w_cvar(id, sn, MO_SEC, power) \
- w_cvar(id, sn, MO_SEC, radius) \
- w_cvar(id, sn, MO_SEC, speed) \
- w_cvar(id, sn, MO_SEC, health) \
- w_cvar(id, sn, MO_SEC, damageforcescale) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, PRI, hooked_ammo) \
+ w_cvar(id, sn, PRI, hooked_time_free) \
+ w_cvar(id, sn, PRI, hooked_time_max) \
+ w_cvar(id, sn, SEC, damage) \
+ w_cvar(id, sn, SEC, duration) \
+ w_cvar(id, sn, SEC, edgedamage) \
+ w_cvar(id, sn, SEC, force) \
+ w_cvar(id, sn, SEC, gravity) \
+ w_cvar(id, sn, SEC, lifetime) \
+ w_cvar(id, sn, SEC, power) \
+ w_cvar(id, sn, SEC, radius) \
+ w_cvar(id, sn, SEC, speed) \
+ w_cvar(id, sn, SEC, health) \
+ w_cvar(id, sn, SEC, damageforcescale) \
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) \