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, damage, float, BOTH) \
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) \