4MODEL(HOOK,
"models/hook.md3");
35#define X(BEGIN, P, END, class, prefix) \
37 P(class, prefix, ammo, float, PRI) \
38 P(class, prefix, animtime, float, BOTH) \
39 P(class, prefix, damageforcescale, float, SEC) \
40 P(class, prefix, damage, float, SEC) \
41 P(class, prefix, duration, float, SEC) \
42 P(class, prefix, edgedamage, float, SEC) \
43 P(class, prefix, force, float, SEC) \
44 P(class, prefix, gravity, float, SEC) \
45 P(class, prefix, health, float, SEC) \
46 P(class, prefix, hooked_ammo, float, PRI) \
47 P(class, prefix, hooked_time_free, float, PRI) \
48 P(class, prefix, hooked_time_max, float, PRI) \
49 P(class, prefix, lifetime, float, SEC) \
50 P(class, prefix, pickup_ammo, float, NONE) \
51 P(class, prefix, power, float, SEC) \
52 P(class, prefix, radius, float, SEC) \
53 P(class, prefix, refire, float, BOTH) \
54 P(class, prefix, speed, float, SEC) \
55 P(class, prefix, switchdelay_drop, float, NONE) \
56 P(class, prefix, switchdelay_raise, float, NONE) \
57 P(class, prefix, weaponreplace, string, NONE) \
58 P(class, prefix, weaponstartoverride, float, NONE) \
59 P(class, prefix, weaponstart, float, NONE) \
60 P(class, prefix, weaponthrowable, float, NONE) \
76 wep.
wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float bot_pickupbasevalue
string m_canonical_spawnfunc
virtual void offhand_think()
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
virtual void wr_think()
(SERVER) logic to run every frame
ATTRIB(Weapon, m_canonical_spawnfunc, string)
the canonical spawnfunc name
float hook_time_fueldecrease
string W_Model(string w_mdl)
#define MODEL(name, path)
#define METHOD(cname, name, prototype)
string W_Sound(string w_snd)
#define SOUND(name, path)
#define STATIC_INIT(func)
during worldspawn
#define W_PROPS(L, class, prefix)
#define REGISTER_WEAPON(id, inst)
const int WEP_FLAG_CANCLIMB
const int WEP_FLAG_NOTRUEAIM
const int WEP_TYPE_SPLASH
entity weaponentities[MAX_WEAPONSLOTS]
#define SPAWNFUNC_WEAPON(name, weapon)