]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qh
Add an option (off by default) to allow the vortex to charge even while not in hand
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qh
index 6f70f09beec2219624baeca92e2cd7deaa104fb4..783e42a8ea567d146eb1e1dae62f91d9d666d7f3 100644 (file)
@@ -1 +1,72 @@
 #pragma once
+
+CLASS(Vortex, Weapon)
+/* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex");
+/* ammotype  */ ATTRIB(Vortex, ammo_type, int, RES_CELLS);
+/* impulse   */ ATTRIB(Vortex, impulse, int, 7);
+/* flags     */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating    */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
+/* color     */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
+#ifdef GAMEQC
+/* model     */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
+#endif
+/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
+/* reticle   */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex");
+/* wepimg    */ ATTRIB(Vortex, model2, string, "weaponnex");
+/* refname   */ ATTRIB(Vortex, netname, string, "vortex");
+/* wepname   */ ATTRIB(Vortex, m_name, string, _("Vortex"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, ammo, float, BOTH) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, armorpierce, float, BOTH) \
+               P(class, prefix, chargepool, float, SEC) \
+               P(class, prefix, chargepool_pause_regen, float, SEC) \
+               P(class, prefix, chargepool_regen, float, SEC) \
+               P(class, prefix, charge, float, NONE) \
+               P(class, prefix, charge_always, float, NONE) \
+               P(class, prefix, charge_animlimit, float, NONE) \
+               P(class, prefix, charge_limit, float, NONE) \
+               P(class, prefix, charge_maxspeed, float, NONE) \
+               P(class, prefix, charge_mindmg, float, NONE) \
+               P(class, prefix, charge_minspeed, float, NONE) \
+               P(class, prefix, charge_rate, float, NONE) \
+               P(class, prefix, charge_rot_pause, float, NONE) \
+               P(class, prefix, charge_rot_rate, float, NONE) \
+               P(class, prefix, charge_shot_multiplier, float, NONE) \
+               P(class, prefix, charge_start, float, NONE) \
+               P(class, prefix, charge_velocity_rate, float, NONE) \
+               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, damage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Vortex, vortex)
+#undef X
+
+ENDCLASS(Vortex)
+REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
+
+SPAWNFUNC_WEAPON(weapon_vortex, WEP_VORTEX)
+SPAWNFUNC_WEAPON(weapon_nex, WEP_VORTEX)
+
+#ifdef SVQC
+.float vortex_lasthit;
+
+void W_Vortex_Charge(entity actor, .entity weaponentity, float dt);
+#endif