Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
blaster.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(BLASTER_VIEW, W_Model("h_laser.iqm"));
5MODEL(BLASTER_WORLD, W_Model("v_laser.md3"));
6MODEL(BLASTER_ITEM, W_Model("g_laser.md3"));
7
8SOUND(BLASTER_FIRE, W_Sound("lasergun_fire"));
9#endif
10
12/* spawnfunc */ ATTRIB(Blaster, m_canonical_spawnfunc, string, "weapon_blaster");
13/* ammotype */ //ATTRIB(Blaster, ammo_type, Resource, RES_NONE);
14/* impulse */ ATTRIB(Blaster, impulse, int, 1);
16/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
17/* color */ ATTRIB(Blaster, m_color, vector, '0.969 0.443 0.482');
18/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
19#ifdef GAMEQC
20/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
21/* flash mdl */ ATTRIB(Blaster, m_muzzlemodel, Model, MDL_Null);
22/* flash eff */ ATTRIB(Blaster, m_muzzleeffect, entity, EFFECT_BLASTER_MUZZLEFLASH);
23#endif
24/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
25/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
26/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
27/* refname */ ATTRIB(Blaster, netname, string, "blaster");
28/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
29/* legacy */ ATTRIB(Blaster, m_deprecated_netname, string, "laser");
30
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()
52 W_PROPS(X, Blaster, blaster)
53#undef X
54
57
58SPAWNFUNC_WEAPON(weapon_blaster, WEP_BLASTER)
59SPAWNFUNC_WEAPON(weapon_laser, WEP_BLASTER) // Nexuiz compat
60
OffhandBlaster OFFHAND_BLASTER
Definition blaster.qh:63
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float w_crosshair_size
Definition blaster.qh:25
int impulse
Definition blaster.qh:14
float bot_pickupbasevalue
Definition blaster.qh:16
Model m_model
Definition blaster.qh:20
string w_crosshair
Definition blaster.qh:24
string mdl
Definition blaster.qh:18
int spawnflags
Definition blaster.qh:15
string m_deprecated_netname
Definition blaster.qh:29
vector m_color
Definition blaster.qh:17
string m_name
Definition blaster.qh:28
string model2
Definition blaster.qh:26
string m_canonical_spawnfunc
Definition blaster.qh:12
string netname
Definition blaster.qh:27
entity m_muzzleeffect
Definition blaster.qh:22
Model m_muzzlemodel
Definition blaster.qh:21
Definition model.qh:3
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:44
ATTRIB(Weapon, m_canonical_spawnfunc, string)
the canonical spawnfunc name
#define X()
string W_Model(string w_mdl)
Definition all.qc:232
#define MODEL(name, path)
Definition all.qh:8
#define NEW(cname,...)
Definition oo.qh:117
#define CLASS(...)
Definition oo.qh:145
#define ENDCLASS(cname)
Definition oo.qh:281
#define ATTRIB(...)
Definition oo.qh:148
vector
Definition self.qh:92
string W_Sound(string w_snd)
Definition all.qc:225
#define SOUND(name, path)
Definition all.qh:30
#define STATIC_INIT(func)
during worldspawn
Definition static.qh:32
#define W_PROPS(L, class, prefix)
Definition all.qh:179
#define REGISTER_WEAPON(id, inst)
Definition all.qh:136
const int WEP_FLAG_CANCLIMB
Definition weapon.qh:214
const int WEP_TYPE_SPLASH
Definition weapon.qh:212
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:150
const int WEP_FLAG_NORMAL
Definition weapon.qh:215