4 /* impulse */ ATTRIB(Tuba, impulse, int, 1);
5 /* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
6 /* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000);
7 /* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0');
8 /* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
10 /* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);
12 /* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba");
13 /* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65);
14 /* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
15 /* refname */ ATTRIB(Tuba, netname, string, "tuba");
16 /* xgettext:no-c-format */
17 /* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, animtime, float, NONE) \
22 P(class, prefix, attenuation, float, NONE) \
23 P(class, prefix, damage, float, NONE) \
24 P(class, prefix, edgedamage, float, NONE) \
25 P(class, prefix, fadetime, float, NONE) \
26 P(class, prefix, force, float, NONE) \
27 P(class, prefix, pitchstep, float, NONE) \
28 P(class, prefix, radius, float, NONE) \
29 P(class, prefix, refire, float, NONE) \
30 P(class, prefix, switchdelay_drop, float, NONE) \
31 P(class, prefix, switchdelay_raise, float, NONE) \
32 P(class, prefix, volume, float, NONE) \
33 P(class, prefix, weaponreplace, string, NONE) \
34 P(class, prefix, weaponstartoverride, float, NONE) \
35 P(class, prefix, weaponstart, float, NONE) \
36 P(class, prefix, weaponthrowable, float, NONE) \
38 W_PROPS(X, Tuba, tuba)
41 REGISTER_WEAPON(TUBA, tuba, NEW(Tuba));
45 class(Tuba) .int note;
46 class(Tuba) .bool tuba_attenuate;
47 class(Tuba) .float tuba_volume;
48 class(Tuba) .float tuba_volume_initial;
49 class(Tuba) .int tuba_instrument;