]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qh
Merge branch 'master' into Mario/qc_camstuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qh
index 6f70f09beec2219624baeca92e2cd7deaa104fb4..5a47a18890cda1246024982d4f9a1ec90bce7dc0 100644 (file)
@@ -1 +1,57 @@
 #pragma once
+
+CLASS(Shotgun, Weapon)
+/* spawnfunc */ ATTRIB(Shotgun, m_canonical_spawnfunc, string, "weapon_shotgun");
+/* ammotype  */ ATTRIB(Shotgun, ammo_type, int, RES_SHELLS);
+/* impulse   */ ATTRIB(Shotgun, impulse, int, 2);
+/* flags     */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
+/* rating    */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
+/* color     */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifdef GAMEQC
+/* model     */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg    */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname   */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname   */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, alt_animtime, float, SEC) \
+               P(class, prefix, alt_refire, float, SEC) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bullets, float, PRI) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, melee_delay, float, SEC) \
+               P(class, prefix, melee_multihit, float, SEC) \
+               P(class, prefix, melee_nonplayerdamage, float, SEC) \
+               P(class, prefix, melee_no_doubleslap, float, SEC) \
+               P(class, prefix, melee_range, float, SEC) \
+               P(class, prefix, melee_swing_side, float, SEC) \
+               P(class, prefix, melee_swing_up, float, SEC) \
+               P(class, prefix, melee_time, float, SEC) \
+               P(class, prefix, melee_traces, float, SEC) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, solidpenetration, float, PRI) \
+               P(class, prefix, spread, float, PRI) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, 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, Shotgun, shotgun)
+#undef X
+
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
+
+SPAWNFUNC_WEAPON(weapon_shotgun, WEP_SHOTGUN)