4 /* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink");
5 /* ammotype */ ATTRIB(Crylink, ammo_type, int, RESOURCE_CELLS);
6 /* impulse */ ATTRIB(Crylink, impulse, int, 6);
7 /* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB);
8 /* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
9 /* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
10 /* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
12 /* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
14 /* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
15 /* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
16 /* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
17 /* refname */ ATTRIB(Crylink, netname, string, "crylink");
18 /* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
20 #define X(BEGIN, P, END, class, prefix) \
22 P(class, prefix, ammo, float, BOTH) \
23 P(class, prefix, animtime, float, BOTH) \
24 P(class, prefix, bouncedamagefactor, float, BOTH) \
25 P(class, prefix, bounces, float, BOTH) \
26 P(class, prefix, damage, float, BOTH) \
27 P(class, prefix, edgedamage, float, BOTH) \
28 P(class, prefix, force, float, BOTH) \
29 P(class, prefix, joindelay, float, BOTH) \
30 P(class, prefix, joinexplode, float, BOTH) \
31 P(class, prefix, joinexplode_damage, float, BOTH) \
32 P(class, prefix, joinexplode_edgedamage, float, BOTH) \
33 P(class, prefix, joinexplode_force, float, BOTH) \
34 P(class, prefix, joinexplode_radius, float, BOTH) \
35 P(class, prefix, joinspread, float, BOTH) \
36 P(class, prefix, linkexplode, float, BOTH) \
37 P(class, prefix, middle_fadetime, float, BOTH) \
38 P(class, prefix, middle_lifetime, float, BOTH) \
39 P(class, prefix, other_fadetime, float, BOTH) \
40 P(class, prefix, other_lifetime, float, BOTH) \
41 P(class, prefix, radius, float, BOTH) \
42 P(class, prefix, refire, float, BOTH) \
43 P(class, prefix, reload_ammo, float, NONE) \
44 P(class, prefix, reload_time, float, NONE) \
45 P(class, prefix, secondary, float, NONE) \
46 P(class, prefix, shots, float, BOTH) \
47 P(class, prefix, speed, float, BOTH) \
48 P(class, prefix, spreadtype, float, SEC) \
49 P(class, prefix, spread, float, BOTH) \
50 P(class, prefix, switchdelay_drop, float, NONE) \
51 P(class, prefix, switchdelay_raise, float, NONE) \
52 P(class, prefix, weaponreplace, string, NONE) \
53 P(class, prefix, weaponstartoverride, float, NONE) \
54 P(class, prefix, weaponstart, float, NONE) \
55 P(class, prefix, weaponthrowable, float, NONE) \
57 W_PROPS(X, Crylink, crylink)
61 REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
63 SPAWNFUNC_WEAPON(weapon_crylink, WEP_CRYLINK)
67 .float crylink_waitrelease;
68 .entity crylink_lastgroup;
70 .entity crylink_owner; // we can't use realowner, as that's subject to change