#pragma once CLASS(Tuba, Weapon) /* spawnfunc */ ATTRIB(Tuba, m_canonical_spawnfunc, string, "weapon_tuba"); /* impulse */ ATTRIB(Tuba, impulse, int, 1); /* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL | WEP_FLAG_NOTRUEAIM); /* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000); /* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0'); /* modelname */ ATTRIB(Tuba, mdl, string, "tuba"); #ifdef GAMEQC /* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM); #endif /* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba"); /* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65); /* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba"); /* refname */ ATTRIB(Tuba, netname, string, "tuba"); /* xgettext:no-c-format */ /* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, animtime, float, NONE) \ P(class, prefix, attenuation, float, NONE) \ P(class, prefix, damage, float, NONE) \ P(class, prefix, edgedamage, float, NONE) \ P(class, prefix, fadetime, float, NONE) \ P(class, prefix, force, float, NONE) \ P(class, prefix, pitchstep, float, NONE) \ P(class, prefix, radius, float, NONE) \ P(class, prefix, refire, float, NONE) \ P(class, prefix, switchdelay_drop, float, NONE) \ P(class, prefix, switchdelay_raise, float, NONE) \ P(class, prefix, volume, 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, Tuba, tuba) #undef X ENDCLASS(Tuba) REGISTER_WEAPON(TUBA, tuba, NEW(Tuba)); SPAWNFUNC_WEAPON(weapon_tuba, WEP_TUBA) #ifdef CSQC entityclass(Tuba); classfield(Tuba) .int note; classfield(Tuba) .bool tuba_attenuate; classfield(Tuba) .float tuba_volume; classfield(Tuba) .float tuba_volume_initial; classfield(Tuba) .int tuba_instrument; #endif #ifdef SVQC float autocvar_snd_soundradius; bool W_Tuba_HasPlayed(entity pl, .entity weaponentity, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo); #endif