#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, MORTAR, mortar)
#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, MO_BOTH, ammo) \
- w_cvar(id, sn, MO_BOTH, animtime) \
- w_cvar(id, sn, MO_NONE, bouncefactor) \
- w_cvar(id, sn, MO_NONE, bouncestop) \
- w_cvar(id, sn, MO_BOTH, damage) \
- w_cvar(id, sn, MO_BOTH, damageforcescale) \
- w_cvar(id, sn, MO_BOTH, edgedamage) \
- w_cvar(id, sn, MO_BOTH, force) \
- w_cvar(id, sn, MO_BOTH, health) \
- w_cvar(id, sn, MO_BOTH, lifetime) \
- w_cvar(id, sn, MO_SEC, lifetime_bounce) \
- w_cvar(id, sn, MO_BOTH, lifetime_stick) \
- w_cvar(id, sn, MO_BOTH, radius) \
- w_cvar(id, sn, MO_BOTH, refire) \
- w_cvar(id, sn, MO_SEC, remote_detonateprimary) \
- w_cvar(id, sn, MO_PRI, remote_minbouncecnt) \
- w_cvar(id, sn, MO_BOTH, speed) \
- w_cvar(id, sn, MO_BOTH, speed_up) \
- w_cvar(id, sn, MO_BOTH, speed_z) \
- w_cvar(id, sn, MO_BOTH, spread) \
- w_cvar(id, sn, MO_BOTH, type) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, NONE, bouncefactor) \
+ w_cvar(id, sn, NONE, bouncestop) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, damageforcescale) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, health) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, SEC, lifetime_bounce) \
+ w_cvar(id, sn, BOTH, lifetime_stick) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, SEC, remote_detonateprimary) \
+ w_cvar(id, sn, PRI, remote_minbouncecnt) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, speed_up) \
+ w_cvar(id, sn, BOTH, speed_z) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, type) \
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) \