#pragma once CLASS(OverkillVortex, Weapon) /* ammotype */ ATTRIB(OverkillVortex, ammo_field, .int, ammo_cells); /* impulse */ ATTRIB(OverkillVortex, impulse, int, 7); /* flags */ ATTRIB(OverkillVortex, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(OverkillVortex, bot_pickupbasevalue, float, 8000); /* color */ ATTRIB(OverkillVortex, wpcolor, vector, '0.5 1 1'); /* modelname */ ATTRIB(OverkillVortex, mdl, string, "ok_sniper"); #ifdef GAMEQC /* model */ ATTRIB(OverkillVortex, m_model, Model, MDL_VORTEX_ITEM); #endif /* crosshair */ ATTRIB(OverkillVortex, w_crosshair, string, "gfx/crosshairnex"); /* crosshair */ ATTRIB(OverkillVortex, w_crosshair_size, float, 0.65); /* reticle */ ATTRIB(OverkillVortex, w_reticle, string, "gfx/reticle_nex"); /* wepimg */ ATTRIB(OverkillVortex, model2, string, "weaponnex"); /* refname */ ATTRIB(OverkillVortex, netname, string, "okvortex"); /* wepname */ ATTRIB(OverkillVortex, m_name, string, _("Overkill Vortex")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, animtime, float, PRI) \ 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, PRI) \ P(class, prefix, force, float, PRI) \ P(class, prefix, refire, float, PRI) \ 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) \ P(class, prefix, ammo, float, SEC) \ P(class, prefix, animtime, float, SEC) \ P(class, prefix, damage, float, SEC) \ P(class, prefix, delay, float, SEC) \ P(class, prefix, edgedamage, float, SEC) \ P(class, prefix, force, float, SEC) \ P(class, prefix, lifetime, float, SEC) \ P(class, prefix, radius, float, SEC) \ P(class, prefix, refire, float, SEC) \ P(class, prefix, refire_type, float, SEC) \ P(class, prefix, shotangle, float, SEC) \ P(class, prefix, speed, float, SEC) \ P(class, prefix, spread, float, SEC) \ END() W_PROPS(X, OverkillVortex, okvortex) #undef X ENDCLASS(OverkillVortex) REGISTER_WEAPON(OVERKILL_VORTEX, okvortex, NEW(OverkillVortex));