#pragma once
+
+CLASS(Mortar, Weapon)
+/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets);
+/* impulse */ ATTRIB(Mortar, impulse, int, 4);
+/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
+/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
+/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
+#ifdef GAMEQC
+/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
+/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
+/* refname */ ATTRIB(Mortar, netname, string, "mortar");
+/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncefactor, float, NONE) \
+ P(class, prefix, bouncestop, float, NONE) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, lifetime_bounce, float, SEC) \
+ P(class, prefix, lifetime_stick, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_detonateprimary, float, SEC) \
+ P(class, prefix, remote_minbouncecnt, float, PRI) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, BOTH) \
+ P(class, prefix, speed_z, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, type, float, BOTH) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Mortar, mortar)
+#undef X
+ENDCLASS(Mortar)
+REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
+
+
+#ifdef SVQC
+.float gl_detonate_later;
+.float gl_bouncecnt;
+#endif