BEGIN(class) \
P(class, prefix, animtime, float, PRI) \
P(class, prefix, damage, float, PRI) \
P(
class, prefix,
delay,
float, PRI) \
P(class, prefix, edgedamage, float, PRI) \
P(class, prefix, force, float, PRI) \
P(class, prefix, force_zscale, float, PRI) \
P(
class, prefix,
lifetime,
float, PRI) \
P(
class, prefix,
radius,
float, PRI) \
P(class, prefix, refire, float, PRI) \
P(class, prefix, shotangle, float, PRI) \
P(
class, prefix,
speed,
float, PRI) \
P(class, prefix, spread, float, PRI) \
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()
31#define X(BEGIN, P, END, class, prefix) \
32 BEGIN(class) \
33 P(class, prefix, animtime, float, PRI) \
34 P(class, prefix, damage, float, PRI) \
35 P(class, prefix, delay, float, PRI) \
36 P(class, prefix, edgedamage, float, PRI) \
37 P(class, prefix, force, float, PRI) \
38 P(class, prefix, force_zscale, float, PRI) \
39 P(class, prefix, lifetime, float, PRI) \
40 P(class, prefix, radius, float, PRI) \
41 P(class, prefix, refire, float, PRI) \
42 P(class, prefix, shotangle, float, PRI) \
43 P(class, prefix, speed, float, PRI) \
44 P(class, prefix, spread, float, PRI) \
45 P(class, prefix, switchdelay_drop, float, NONE) \
46 P(class, prefix, switchdelay_raise, float, NONE) \
47 P(class, prefix, weaponreplace, string, NONE) \
48 P(class, prefix, weaponstartoverride, float, NONE) \
49 P(class, prefix, weaponstart, float, NONE) \
50 P(class, prefix, weaponthrowable, float, NONE) \
51 END()