-REGISTER_WEAPON(
-/* WEP_##id */ VORTEX,
-/* function */ W_Vortex,
-/* ammotype */ ammo_cells,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '0.5 1 1',
-/* modelname */ "nex",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairnex 0.65",
-/* wepimg */ "weaponnex",
-/* refname */ "vortex",
-/* wepname */ _("Vortex")
-);
-
-#define VORTEX_SETTINGS(w_cvar,w_prop) VORTEX_SETTINGS_LIST(w_cvar, w_prop, VORTEX, vortex)
-#define VORTEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, damagefalloff_mindist) \
- w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
- w_cvar(id, sn, BOTH, damagefalloff_halflife) \
- w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, NONE, charge) \
- w_cvar(id, sn, NONE, charge_mindmg) \
- w_cvar(id, sn, NONE, charge_shot_multiplier) \
- w_cvar(id, sn, NONE, charge_animlimit) \
- w_cvar(id, sn, NONE, charge_limit) \
- w_cvar(id, sn, NONE, charge_rate) \
- w_cvar(id, sn, NONE, charge_rot_rate) \
- w_cvar(id, sn, NONE, charge_rot_pause) \
- w_cvar(id, sn, NONE, charge_start) \
- w_cvar(id, sn, NONE, charge_minspeed) \
- w_cvar(id, sn, NONE, charge_maxspeed) \
- w_cvar(id, sn, NONE, charge_velocity_rate) \
- w_cvar(id, sn, NONE, secondary) \
- w_cvar(id, sn, SEC, chargepool) \
- w_cvar(id, sn, SEC, chargepool_regen) \
- w_cvar(id, sn, SEC, chargepool_pause_regen) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+CLASS(Vortex, Weapon)
+/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Vortex, impulse, int, 7)
+/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
+#ifndef MENUQC
+/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
+#endif
+/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
+/* refname */ ATTRIB(Vortex, netname, string, "vortex");
+/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, chargepool, float, SEC) \
+ P(class, prefix, chargepool_pause_regen, float, SEC) \
+ P(class, prefix, chargepool_regen, float, SEC) \
+ P(class, prefix, charge, float, NONE) \
+ P(class, prefix, charge_animlimit, float, NONE) \
+ P(class, prefix, charge_limit, float, NONE) \
+ P(class, prefix, charge_maxspeed, float, NONE) \
+ P(class, prefix, charge_mindmg, float, NONE) \
+ P(class, prefix, charge_minspeed, float, NONE) \
+ P(class, prefix, charge_rate, float, NONE) \
+ P(class, prefix, charge_rot_pause, float, NONE) \
+ P(class, prefix, charge_rot_rate, float, NONE) \
+ P(class, prefix, charge_shot_multiplier, float, NONE) \
+ P(class, prefix, charge_start, float, NONE) \
+ P(class, prefix, charge_velocity_rate, float, NONE) \
+ P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
+ P(class, prefix, damagefalloff_halflife, float, BOTH) \
+ P(class, prefix, damagefalloff_maxdist, float, BOTH) \
+ P(class, prefix, damagefalloff_mindist, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Vortex, vortex)
+#undef X
+
+ENDCLASS(Vortex)
+REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
+