Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
crylink.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(CRYLINK_VIEW, W_Model("h_crylink.iqm"));
5MODEL(CRYLINK_WORLD, W_Model("v_crylink.md3"));
6MODEL(CRYLINK_ITEM, W_Model("g_crylink.md3"));
7
8SOUND(CRYLINK_FIRE2, W_Sound("crylink_fire2"));
9SOUND(CRYLINK_FIRE, W_Sound("crylink_fire"));
10SOUND(CRYLINK_IMPACT2, W_Sound("crylink_impact2"));
11SOUND(CRYLINK_IMPACT, W_Sound("crylink_impact"));
12SOUND(CRYLINK_LINKJOIN, W_Sound("crylink_linkjoin"));
13#endif
14
16#ifdef GAMEQC
17/* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink");
18/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
19#endif
20/* ammotype */ ATTRIB(Crylink, ammo_type, Resource, RES_CELLS);
21/* impulse */ ATTRIB(Crylink, impulse, int, 6);
23/* color */ ATTRIB(Crylink, m_color, vector, '0.918 0.435 0.976');
24#ifdef GAMEQC
25/* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
26/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
27/* flash mdl */ ATTRIB(Crylink, m_muzzlemodel, Model, MDL_Null);
28/* flash eff */ ATTRIB(Crylink, m_muzzleeffect, entity, EFFECT_CRYLINK_MUZZLEFLASH);
29#endif
30#ifdef CSQC
31/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
32/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
33#endif
34/* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
35/* refname */ ATTRIB(Crylink, netname, string, "crylink");
36/* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
37
38#define X(BEGIN, P, END, class, prefix) \
39 BEGIN(class) \
40 P(class, prefix, ammo, float, BOTH) \
41 P(class, prefix, animtime, float, BOTH) \
42 P(class, prefix, bouncedamagefactor, float, BOTH) \
43 P(class, prefix, bounces, float, BOTH) \
44 P(class, prefix, damage, float, BOTH) \
45 P(class, prefix, edgedamage, float, BOTH) \
46 P(class, prefix, force, float, BOTH) \
47 P(class, prefix, joindelay, float, BOTH) \
48 P(class, prefix, joinexplode, float, BOTH) \
49 P(class, prefix, joinexplode_damage, float, BOTH) \
50 P(class, prefix, joinexplode_edgedamage, float, BOTH) \
51 P(class, prefix, joinexplode_force, float, BOTH) \
52 P(class, prefix, joinexplode_radius, float, BOTH) \
53 P(class, prefix, joinspread, float, BOTH) \
54 P(class, prefix, linkexplode, float, BOTH) \
55 P(class, prefix, middle_fadetime, float, BOTH) \
56 P(class, prefix, middle_lifetime, float, BOTH) \
57 P(class, prefix, other_fadetime, float, BOTH) \
58 P(class, prefix, other_lifetime, float, BOTH) \
59 P(class, prefix, pickup_ammo, float, NONE) \
60 P(class, prefix, radius, float, BOTH) \
61 P(class, prefix, refire, float, BOTH) \
62 P(class, prefix, reload_ammo, float, NONE) \
63 P(class, prefix, reload_time, float, NONE) \
64 P(class, prefix, secondary, float, NONE) \
65 P(class, prefix, shots, float, BOTH) \
66 P(class, prefix, speed, float, BOTH) \
67 P(class, prefix, spreadtype, float, SEC) \
68 P(class, prefix, spread, float, BOTH) \
69 P(class, prefix, switchdelay_drop, float, NONE) \
70 P(class, prefix, switchdelay_raise, float, NONE) \
71 P(class, prefix, weaponreplace, string, NONE) \
72 P(class, prefix, weaponstartoverride, float, NONE) \
73 P(class, prefix, weaponstart, float, NONE) \
74 P(class, prefix, weaponthrowable, float, NONE) \
75 END()
76 W_PROPS(X, Crylink, crylink)
77#undef X
78
81
82SPAWNFUNC_WEAPON(weapon_crylink, WEP_CRYLINK)
83
84#ifdef SVQC
85.float gravity;
88
89.entity crylink_owner; // we can't use realowner, as that's subject to change
90
91.entity queuenext;
92.entity queueprev;
93
95#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Definition model.qh:3
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
float gravity
Definition items.qh:17
#define X()
string W_Model(string w_mdl)
Definition all.qc:233
#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:226
#define SOUND(name, path)
Definition all.qh:30
#define W_PROPS(L, class, prefix)
Definition all.qh:188
#define REGISTER_WEAPON(id, inst)
Definition all.qh:136
const int WEP_FLAG_CANCLIMB
Definition weapon.qh:256
const int WEP_FLAG_RELOADABLE
Definition weapon.qh:259
const int WEP_TYPE_SPLASH
Definition weapon.qh:254
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:191
const int WEP_FLAG_NORMAL
Definition weapon.qh:257