#pragma once CLASS(MineLayer, Weapon) /* spawnfunc */ ATTRIB(MineLayer, m_canonical_spawnfunc, string, "weapon_minelayer"); /* ammotype */ ATTRIB(MineLayer, ammo_type, int, RES_ROCKETS); /* impulse */ ATTRIB(MineLayer, impulse, int, 4); /* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH); /* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000); /* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0'); /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer"); #ifdef GAMEQC /* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM); #endif /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer"); /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9); /* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer"); /* refname */ ATTRIB(MineLayer, netname, string, "minelayer"); /* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, NONE) \ P(class, prefix, animtime, float, NONE) \ P(class, prefix, damageforcescale, float, NONE) \ P(class, prefix, damage, float, NONE) \ P(class, prefix, detonatedelay, float, NONE) \ P(class, prefix, edgedamage, float, NONE) \ P(class, prefix, force, float, NONE) \ P(class, prefix, health, float, NONE) \ P(class, prefix, lifetime, float, NONE) \ P(class, prefix, lifetime_countdown, float, NONE) \ P(class, prefix, limit, float, NONE) \ P(class, prefix, protection, float, NONE) \ P(class, prefix, proximityradius, float, NONE) \ P(class, prefix, radius, float, NONE) \ P(class, prefix, refire, float, NONE) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ P(class, prefix, remote_damage, float, NONE) \ P(class, prefix, remote_edgedamage, float, NONE) \ P(class, prefix, remote_force, float, NONE) \ P(class, prefix, remote_radius, float, NONE) \ P(class, prefix, speed, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, time, 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, MineLayer, minelayer) #undef X ENDCLASS(MineLayer) REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer)); SPAWNFUNC_WEAPON(weapon_minelayer, WEP_MINE_LAYER) #ifdef SVQC void W_MineLayer_Think(entity this); .float minelayer_detonate, mine_explodeanyway; .float mine_time; .vector mine_orientation; #endif