]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/vortex.qh
Merge branch 'master' into Mario/speed_var
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qh
1 #pragma once
2
3 CLASS(Vortex, Weapon)
4 /* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex");
5 /* ammotype  */ ATTRIB(Vortex, ammo_type, int, RES_CELLS);
6 /* impulse   */ ATTRIB(Vortex, impulse, int, 7);
7 /* flags     */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
8 /* rating    */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
9 /* color     */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
10 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
11 #ifdef GAMEQC
12 /* model     */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
13 #endif
14 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
15 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
16 /* reticle   */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex");
17 /* wepimg    */ ATTRIB(Vortex, model2, string, "weaponnex");
18 /* refname   */ ATTRIB(Vortex, netname, string, "vortex");
19 /* wepname   */ ATTRIB(Vortex, m_name, string, _("Vortex"));
20
21 #define X(BEGIN, P, END, class, prefix) \
22         BEGIN(class) \
23                 P(class, prefix, ammo, float, BOTH) \
24                 P(class, prefix, animtime, float, BOTH) \
25                 P(class, prefix, armorpierce, float, BOTH) \
26                 P(class, prefix, chargepool, float, SEC) \
27                 P(class, prefix, chargepool_pause_regen, float, SEC) \
28                 P(class, prefix, chargepool_regen, float, SEC) \
29                 P(class, prefix, charge, float, NONE) \
30                 P(class, prefix, charge_always, float, NONE) \
31                 P(class, prefix, charge_animlimit, float, NONE) \
32                 P(class, prefix, charge_limit, float, NONE) \
33                 P(class, prefix, charge_maxspeed, float, NONE) \
34                 P(class, prefix, charge_mindmg, float, NONE) \
35                 P(class, prefix, charge_minspeed, float, NONE) \
36                 P(class, prefix, charge_rate, float, NONE) \
37                 P(class, prefix, charge_rot_pause, float, NONE) \
38                 P(class, prefix, charge_rot_rate, float, NONE) \
39                 P(class, prefix, charge_shot_multiplier, float, NONE) \
40                 P(class, prefix, charge_start, float, NONE) \
41                 P(class, prefix, charge_velocity_rate, float, NONE) \
42                 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
43                 P(class, prefix, damagefalloff_halflife, float, BOTH) \
44                 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
45                 P(class, prefix, damagefalloff_mindist, float, BOTH) \
46                 P(class, prefix, damage, float, BOTH) \
47                 P(class, prefix, force, float, BOTH) \
48                 P(class, prefix, refire, float, BOTH) \
49                 P(class, prefix, secondary, float, NONE) \
50                 P(class, prefix, reload_ammo, float, NONE) \
51         P(class, prefix, reload_time, float, NONE) \
52         P(class, prefix, switchdelay_raise, float, NONE) \
53         P(class, prefix, switchdelay_drop, float, NONE) \
54         P(class, prefix, weaponreplace, string, NONE) \
55         P(class, prefix, weaponstart, float, NONE) \
56         P(class, prefix, weaponstartoverride, float, NONE) \
57         P(class, prefix, weaponthrowable, float, NONE) \
58         END()
59     W_PROPS(X, Vortex, vortex)
60 #undef X
61
62 ENDCLASS(Vortex)
63 REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
64
65 SPAWNFUNC_WEAPON(weapon_vortex, WEP_VORTEX)
66 SPAWNFUNC_WEAPON(weapon_nex, WEP_VORTEX)
67
68 #ifdef SVQC
69 .float vortex_lasthit;
70
71 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt);
72 #endif