#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, MO_NONE, ammo) \
- w_cvar(id, sn, MO_NONE, animtime) \
- w_cvar(id, sn, MO_NONE, damage) \
- w_cvar(id, sn, MO_NONE, damageforcescale) \
- w_cvar(id, sn, MO_NONE, detonatedelay) \
- w_cvar(id, sn, MO_NONE, edgedamage) \
- w_cvar(id, sn, MO_NONE, force) \
- w_cvar(id, sn, MO_NONE, health) \
- w_cvar(id, sn, MO_NONE, lifetime) \
- w_cvar(id, sn, MO_NONE, lifetime_countdown) \
- w_cvar(id, sn, MO_NONE, limit) \
- w_cvar(id, sn, MO_NONE, protection) \
- w_cvar(id, sn, MO_NONE, proximityradius) \
- w_cvar(id, sn, MO_NONE, radius) \
- w_cvar(id, sn, MO_NONE, refire) \
- w_cvar(id, sn, MO_NONE, remote_damage) \
- w_cvar(id, sn, MO_NONE, remote_edgedamage) \
- w_cvar(id, sn, MO_NONE, remote_force) \
- w_cvar(id, sn, MO_NONE, remote_radius) \
- w_cvar(id, sn, MO_NONE, speed) \
- w_cvar(id, sn, MO_NONE, time) \
+ w_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, detonatedelay) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, lifetime_countdown) \
+ w_cvar(id, sn, NONE, limit) \
+ w_cvar(id, sn, NONE, protection) \
+ w_cvar(id, sn, NONE, proximityradius) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, remote_damage) \
+ w_cvar(id, sn, NONE, remote_edgedamage) \
+ w_cvar(id, sn, NONE, remote_force) \
+ w_cvar(id, sn, NONE, remote_radius) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, time) \
w_prop(id, sn, float, reloading_ammo, reload_ammo) \
w_prop(id, sn, float, reloading_time, reload_time) \
w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \