3 CLASS(OverkillMachineGun, Weapon)
4 /* ammotype */ ATTRIB(OverkillMachineGun, ammo_field, .int, ammo_nails);
5 /* impulse */ ATTRIB(OverkillMachineGun, impulse, int, 3);
6 /* flags */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
8 /* color */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
9 /* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
11 /* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
13 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
14 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
15 /* wepimg */ ATTRIB(OverkillMachineGun, model2, string, "weaponuzi");
16 /* refname */ ATTRIB(OverkillMachineGun, netname, string, "okmachinegun");
17 /* wepname */ ATTRIB(OverkillMachineGun, m_name, string, _("Overkill MachineGun"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, burst, float, NONE) \
22 P(class, prefix, burst_ammo, float, NONE) \
23 P(class, prefix, burst_animtime, float, NONE) \
24 P(class, prefix, burst_refire2, float, NONE) \
25 P(class, prefix, burst_refire, float, NONE) \
26 P(class, prefix, burst_speed, float, NONE) \
27 P(class, prefix, first, float, NONE) \
28 P(class, prefix, first_ammo, float, NONE) \
29 P(class, prefix, first_damage, float, NONE) \
30 P(class, prefix, first_force, float, NONE) \
31 P(class, prefix, first_refire, float, NONE) \
32 P(class, prefix, first_spread, float, NONE) \
33 P(class, prefix, mode, float, NONE) \
34 P(class, prefix, reload_ammo, float, NONE) \
35 P(class, prefix, reload_time, float, NONE) \
36 P(class, prefix, solidpenetration, float, NONE) \
37 P(class, prefix, spread_add, float, NONE) \
38 P(class, prefix, spread_max, float, NONE) \
39 P(class, prefix, spread_min, float, NONE) \
40 P(class, prefix, sustained_ammo, float, NONE) \
41 P(class, prefix, sustained_damage, float, NONE) \
42 P(class, prefix, sustained_force, float, NONE) \
43 P(class, prefix, sustained_refire, float, NONE) \
44 P(class, prefix, sustained_spread, float, NONE) \
45 P(class, prefix, switchdelay_drop, float, NONE) \
46 P(class, prefix, switchdelay_raise, float, NONE) \
47 P(class, prefix, weaponreplace, string,NONE) \
48 P(class, prefix, weaponstartoverride, float, NONE) \
49 P(class, prefix, weaponstart, float, NONE) \
50 P(class, prefix, weaponthrowable, float, NONE) \
51 P(class, prefix, ammo, float, SEC) \
52 P(class, prefix, animtime, float, SEC) \
53 P(class, prefix, damage, float, SEC) \
54 P(class, prefix, delay, float, SEC) \
55 P(class, prefix, edgedamage, float, SEC) \
56 P(class, prefix, force, float, SEC) \
57 P(class, prefix, lifetime, float, SEC) \
58 P(class, prefix, radius, float, SEC) \
59 P(class, prefix, refire, float, SEC) \
60 P(class, prefix, refire_type, float, SEC) \
61 P(class, prefix, shotangle, float, SEC) \
62 P(class, prefix, speed, float, SEC) \
63 P(class, prefix, spread, float, SEC) \
64 P(class, prefix, type, float, SEC) \
66 W_PROPS(X, OverkillMachineGun, okmachinegun)
69 ENDCLASS(OverkillMachineGun)
70 REGISTER_WEAPON(OVERKILL_MACHINEGUN, okmachinegun, NEW(OverkillMachineGun));