#pragma once CLASS(Hagar, Weapon) /* spawnfunc */ ATTRIB(Hagar, m_canonical_spawnfunc, string, "weapon_hagar"); /* ammotype */ ATTRIB(Hagar, ammo_type, int, RES_ROCKETS); /* impulse */ ATTRIB(Hagar, impulse, int, 8); /* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH); /* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000); /* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5'); /* modelname */ ATTRIB(Hagar, mdl, string, "hagar"); #ifdef GAMEQC /* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM); /* flash mdl */ ATTRIB(Hagar, m_muzzlemodel, Model, MDL_Null); /* flash eff */ ATTRIB(Hagar, m_muzzleeffect, entity, EFFECT_HAGAR_MUZZLEFLASH); #endif /* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar"); /* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8); /* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar"); /* refname */ ATTRIB(Hagar, netname, string, "hagar"); /* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, BOTH) \ 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, PRI) \ P(class, prefix, lifetime_min, float, SEC) \ P(class, prefix, lifetime_rand, float, SEC) \ P(class, prefix, load, float, SEC) \ P(class, prefix, load_abort, float, SEC) \ P(class, prefix, load_animtime, float, SEC) \ P(class, prefix, load_hold, float, SEC) \ P(class, prefix, load_linkexplode, float, SEC) \ P(class, prefix, load_max, float, SEC) \ P(class, prefix, load_releasedeath, float, SEC) \ P(class, prefix, load_speed, float, SEC) \ P(class, prefix, load_spread, float, SEC) \ P(class, prefix, load_spread_bias, float, SEC) \ 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, secondary, float, NONE) \ P(class, prefix, speed, 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, 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, Hagar, hagar) #undef X ENDCLASS(Hagar) REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar)); SPAWNFUNC_WEAPON(weapon_hagar, WEP_HAGAR)