3 CLASS(OverkillVortex, Weapon)
4 /* ammotype */ ATTRIB(OverkillVortex, ammo_field, .int, ammo_cells);
5 /* impulse */ ATTRIB(OverkillVortex, impulse, int, 7);
6 /* flags */ ATTRIB(OverkillVortex, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(OverkillVortex, bot_pickupbasevalue, float, 8000);
8 /* color */ ATTRIB(OverkillVortex, wpcolor, vector, '0.5 1 1');
9 /* modelname */ ATTRIB(OverkillVortex, mdl, string, "ok_sniper");
11 /* model */ ATTRIB(OverkillVortex, m_model, Model, MDL_VORTEX_ITEM);
13 /* crosshair */ ATTRIB(OverkillVortex, w_crosshair, string, "gfx/crosshairnex");
14 /* crosshair */ ATTRIB(OverkillVortex, w_crosshair_size, float, 0.65);
15 /* reticle */ ATTRIB(OverkillVortex, w_reticle, string, "gfx/reticle_nex");
16 /* wepimg */ ATTRIB(OverkillVortex, model2, string, "weaponnex");
17 /* refname */ ATTRIB(OverkillVortex, netname, string, "okvortex");
18 /* wepname */ ATTRIB(OverkillVortex, m_name, string, _("Overkill Vortex"));
20 #define X(BEGIN, P, END, class, prefix) \
22 P(class, prefix, ammo, float, PRI) \
23 P(class, prefix, animtime, float, PRI) \
24 P(class, prefix, chargepool, float, SEC) \
25 P(class, prefix, chargepool_pause_regen, float, SEC) \
26 P(class, prefix, chargepool_regen, float, SEC) \
27 P(class, prefix, charge, float, NONE) \
28 P(class, prefix, charge_animlimit, float, NONE) \
29 P(class, prefix, charge_limit, float, NONE) \
30 P(class, prefix, charge_maxspeed, float, NONE) \
31 P(class, prefix, charge_mindmg, float, NONE) \
32 P(class, prefix, charge_minspeed, float, NONE) \
33 P(class, prefix, charge_rate, float, NONE) \
34 P(class, prefix, charge_rot_pause, float, NONE) \
35 P(class, prefix, charge_rot_rate, float, NONE) \
36 P(class, prefix, charge_shot_multiplier, float, NONE) \
37 P(class, prefix, charge_start, float, NONE) \
38 P(class, prefix, charge_velocity_rate, float, NONE) \
39 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
40 P(class, prefix, damagefalloff_halflife, float, BOTH) \
41 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
42 P(class, prefix, damagefalloff_mindist, float, BOTH) \
43 P(class, prefix, damage, float, PRI) \
44 P(class, prefix, force, float, PRI) \
45 P(class, prefix, refire, float, PRI) \
46 P(class, prefix, secondary, float, NONE) \
47 P(class, prefix, reload_ammo, float, NONE) \
48 P(class, prefix, reload_time, float, NONE) \
49 P(class, prefix, switchdelay_raise, float, NONE) \
50 P(class, prefix, switchdelay_drop, float, NONE) \
51 P(class, prefix, weaponreplace, string, NONE) \
52 P(class, prefix, weaponstart, float, NONE) \
53 P(class, prefix, weaponstartoverride, float, NONE) \
54 P(class, prefix, weaponthrowable, float, NONE) \
55 P(class, prefix, ammo, float, SEC) \
56 P(class, prefix, animtime, float, SEC) \
57 P(class, prefix, damage, float, SEC) \
58 P(class, prefix, delay, float, SEC) \
59 P(class, prefix, edgedamage, float, SEC) \
60 P(class, prefix, force, float, SEC) \
61 P(class, prefix, lifetime, float, SEC) \
62 P(class, prefix, radius, float, SEC) \
63 P(class, prefix, refire, float, SEC) \
64 P(class, prefix, shotangle, float, SEC) \
65 P(class, prefix, speed, float, SEC) \
66 P(class, prefix, spread, float, SEC) \
68 W_PROPS(X, OverkillVortex, okvortex)
71 ENDCLASS(OverkillVortex)
72 REGISTER_WEAPON(OVERKILL_VORTEX, okvortex, NEW(OverkillVortex));