3 #include <common/weapons/all.qh>
5 CLASS(HeavyMachineGun, Weapon)
6 /* spawnfunc */ ATTRIB(HeavyMachineGun, m_canonical_spawnfunc, string, "weapon_hmg");
7 /* ammotype */ ATTRIB(HeavyMachineGun, ammo_type, int, RESOURCE_BULLETS);
8 /* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3);
9 /* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
10 /* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, 10000);
11 /* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
12 /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
14 /* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
16 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
17 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
18 /* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
19 /* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
20 /* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
22 #define X(BEGIN, P, END, class, prefix) \
24 P(class, prefix, ammo, float, NONE) \
25 P(class, prefix, damage, float, NONE) \
26 P(class, prefix, force, float, NONE) \
27 P(class, prefix, refire, float, NONE) \
28 P(class, prefix, reload_ammo, float, NONE) \
29 P(class, prefix, reload_time, float, NONE) \
30 P(class, prefix, solidpenetration, float, NONE) \
31 P(class, prefix, spread_add, float, NONE) \
32 P(class, prefix, spread_max, float, NONE) \
33 P(class, prefix, spread_min, float, NONE) \
34 P(class, prefix, switchdelay_drop, float, NONE) \
35 P(class, prefix, switchdelay_raise, float, NONE) \
36 P(class, prefix, weaponreplace, string, NONE) \
37 P(class, prefix, weaponstartoverride, float, NONE) \
38 P(class, prefix, weaponstart, float, NONE) \
39 P(class, prefix, weaponthrowable, float, NONE) \
41 W_PROPS(X, HeavyMachineGun, hmg)
44 ENDCLASS(HeavyMachineGun)
45 REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
47 SPAWNFUNC_WEAPON(weapon_hmg, WEP_HMG)