X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fvortex.qh;h=783e42a8ea567d146eb1e1dae62f91d9d666d7f3;hb=5f22a2a699389fbdff74a80d48559f52106999fa;hp=81ab7e6209d4389d9f8eac7765866623ab51e7c6;hpb=25255db624631282c5e1765efbc9635083bdc532;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/vortex.qh b/qcsrc/common/weapons/weapon/vortex.qh index 81ab7e620..783e42a8e 100644 --- a/qcsrc/common/weapons/weapon/vortex.qh +++ b/qcsrc/common/weapons/weapon/vortex.qh @@ -1,9 +1,10 @@ #pragma once CLASS(Vortex, Weapon) -/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells); +/* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex"); +/* ammotype */ ATTRIB(Vortex, ammo_type, int, RES_CELLS); /* impulse */ ATTRIB(Vortex, impulse, int, 7); -/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL); +/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000); /* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1'); /* modelname */ ATTRIB(Vortex, mdl, string, "nex"); @@ -21,10 +22,12 @@ CLASS(Vortex, Weapon) BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ P(class, prefix, animtime, float, BOTH) \ + P(class, prefix, armorpierce, 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_always, float, NONE) \ P(class, prefix, charge_animlimit, float, NONE) \ P(class, prefix, charge_limit, float, NONE) \ P(class, prefix, charge_maxspeed, float, NONE) \ @@ -59,8 +62,11 @@ CLASS(Vortex, Weapon) ENDCLASS(Vortex) REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex)); +SPAWNFUNC_WEAPON(weapon_vortex, WEP_VORTEX) +SPAWNFUNC_WEAPON(weapon_nex, WEP_VORTEX) #ifdef SVQC - .float vortex_lasthit; + +void W_Vortex_Charge(entity actor, .entity weaponentity, float dt); #endif