CLASS(Rifle, Weapon)
/* spawnfunc */ ATTRIB(Rifle, m_canonical_spawnfunc, string, "weapon_rifle");
-/* ammotype */ ATTRIB(Rifle, ammo_type, int, RESOURCE_BULLETS);
+/* ammotype */ ATTRIB(Rifle, ammo_type, Resource, RES_BULLETS);
/* impulse */ ATTRIB(Rifle, impulse, int, 7);
/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000);
/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
#ifdef GAMEQC
/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
+/* flash mdl */ ATTRIB(Rifle, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Rifle, m_muzzleeffect, entity, EFFECT_RIFLE_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
P(class, prefix, burstcost, float, BOTH) \
P(class, prefix, bursttime, float, NONE) \
P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
+ P(class, prefix, damagefalloff_halflife, float, BOTH) \
+ P(class, prefix, damagefalloff_maxdist, float, BOTH) \
+ P(class, prefix, damagefalloff_mindist, float, BOTH) \
P(class, prefix, force, float, BOTH) \
+ P(class, prefix, headshot_multiplier, float, BOTH) \
P(class, prefix, refire, float, BOTH) \
P(class, prefix, reload, float, SEC) \
P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
P(class, prefix, secondary, float, NONE) \
P(class, prefix, shots, float, BOTH) \
P(class, prefix, solidpenetration, 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, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, tracer, 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) \
+ 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, Rifle, rifle)
+ W_PROPS(X, Rifle, rifle)
#undef X
ENDCLASS(Rifle)
REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));