4MODEL(ARC_MUZZLEFLASH,
"models/flash.md3");
36#define X(BEGIN, P, END, class, prefix) \
38 P(class, prefix, bolt, float, NONE) \
39 P(class, prefix, bolt_ammo, float, NONE) \
40 P(class, prefix, bolt_bounce_count, float, NONE) \
41 P(class, prefix, bolt_bounce_explode, float, NONE) \
42 P(class, prefix, bolt_bounce_lifetime, float, NONE) \
43 P(class, prefix, bolt_count, float, NONE) \
44 P(class, prefix, bolt_damageforcescale, float, NONE) \
45 P(class, prefix, bolt_damage, float, NONE) \
46 P(class, prefix, bolt_edgedamage, float, NONE) \
47 P(class, prefix, bolt_force, float, NONE) \
48 P(class, prefix, bolt_health, float, NONE) \
49 P(class, prefix, bolt_lifetime, float, NONE) \
50 P(class, prefix, bolt_radius, float, NONE) \
51 P(class, prefix, bolt_refire, float, NONE) \
52 P(class, prefix, bolt_refire2, float, NONE) \
53 P(class, prefix, bolt_speed, float, NONE) \
54 P(class, prefix, bolt_spread, float, NONE) \
55 P(class, prefix, beam_ammo, float, NONE) \
56 P(class, prefix, beam_animtime, float, NONE) \
57 P(class, prefix, beam_botaimlifetime, float, NONE) \
58 P(class, prefix, beam_botaimspeed, float, NONE) \
59 P(class, prefix, beam_damage, float, NONE) \
60 P(class, prefix, beam_degreespersegment, float, NONE) \
61 P(class, prefix, beam_distancepersegment, float, NONE) \
62 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
63 P(class, prefix, beam_falloff_maxdist, float, NONE) \
64 P(class, prefix, beam_falloff_mindist, float, NONE) \
65 P(class, prefix, beam_force, float, NONE) \
66 P(class, prefix, beam_healing_amax, float, NONE) \
67 P(class, prefix, beam_healing_aps, float, NONE) \
68 P(class, prefix, beam_healing_hmax, float, NONE) \
69 P(class, prefix, beam_healing_hps, float, NONE) \
70 P(class, prefix, beam_heat, float, NONE) \
71 P(class, prefix, beam_maxangle, float, NONE) \
72 P(class, prefix, beam_nonplayerdamage, float, NONE) \
73 P(class, prefix, beam_range, float, NONE) \
74 P(class, prefix, beam_refire, float, NONE) \
75 P(class, prefix, beam_returnspeed, float, NONE) \
76 P(class, prefix, beam_tightness, float, NONE) \
77 P(class, prefix, burst_ammo, float, NONE) \
78 P(class, prefix, burst_damage, float, NONE) \
79 P(class, prefix, burst_healing_aps, float, NONE) \
80 P(class, prefix, burst_healing_hps, float, NONE) \
81 P(class, prefix, burst_heat, float, NONE) \
82 P(class, prefix, cooldown, float, NONE) \
83 P(class, prefix, cooldown_release, float, NONE) \
84 P(class, prefix, overheat_max, float, NONE) \
85 P(class, prefix, overheat_min, float, NONE) \
86 P(class, prefix, pickup_ammo, float, NONE) \
87 P(class, prefix, switchdelay_drop, float, NONE) \
88 P(class, prefix, switchdelay_raise, float, NONE) \
89 P(class, prefix, weaponreplace, string, NONE) \
90 P(class, prefix, weaponstartoverride, float, NONE) \
91 P(class, prefix, weaponstart, float, NONE) \
92 P(class, prefix, weaponthrowable, float, NONE) \
vector Draw_ArcBeam_callback_last_top
const int ARC_SF_LOCALMASK
const float ARC_MAX_SEGMENTS
const int ARC_SF_BEAMTYPE
bool arc_BUTTON_ATCK_prev
const int ARC_BT_BURST_HEAL
vector Draw_ArcBeam_callback_last_bottom
entity Draw_ArcBeam_callback_entity
const int ARC_BT_BURST_MISS
const int ARC_BT_BURST_WALL
float beam_muzzlelight[4]
const int ARC_BT_BURST_HIT
float Draw_ArcBeam_callback_last_thickness
const int ARC_BT_BURSTMASK
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string m_canonical_spawnfunc
float bot_pickupbasevalue
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
ATTRIB(Weapon, m_canonical_spawnfunc, string)
the canonical spawnfunc name
string W_Model(string w_mdl)
#define MODEL(name, path)
string W_Sound(string w_snd)
#define SOUND(name, path)
#define W_PROPS(L, class, prefix)
#define REGISTER_WEAPON(id, inst)
const int WEP_TYPE_HITSCAN
const int WEP_FLAG_MUTATORBLOCKED
#define SPAWNFUNC_WEAPON(name, weapon)