Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
devastator.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(DEVASTATOR_MUZZLEFLASH, "models/flash.md3");
5MODEL(DEVASTATOR_VIEW, W_Model("h_rl.iqm"));
6MODEL(DEVASTATOR_WORLD, W_Model("v_rl.md3"));
7MODEL(DEVASTATOR_ITEM, W_Model("g_rl.md3"));
8
9SOUND(DEVASTATOR_DET, W_Sound("rocket_det"));
10SOUND(DEVASTATOR_FIRE, W_Sound("rocket_fire"));
11SOUND(DEVASTATOR_FLY, W_Sound("rocket_fly"));
12SOUND(DEVASTATOR_MODE, W_Sound("rocket_mode"));
13#endif
14
16/* spawnfunc */ ATTRIB(Devastator, m_canonical_spawnfunc, string, "weapon_devastator");
17/* ammotype */ ATTRIB(Devastator, ammo_type, Resource, RES_ROCKETS);
18/* impulse */ ATTRIB(Devastator, impulse, int, 9);
20/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
21/* color */ ATTRIB(Devastator, m_color, vector, '0.914 0.745 0.341');
22/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
23#ifdef GAMEQC
24/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
25/* flash mdl */ ATTRIB(Devastator, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH);
26/* flash eff */ ATTRIB(Devastator, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
27#endif
28/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
29/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
30/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
31/* refname */ ATTRIB(Devastator, netname, string, "devastator");
32/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
33/* legacy */ ATTRIB(Devastator, m_deprecated_netname, string, "rocketlauncher");
34
35#define X(BEGIN, P, END, class, prefix) \
36 BEGIN(class) \
37 P(class, prefix, ammo, float, NONE) \
38 P(class, prefix, animtime, float, NONE) \
39 P(class, prefix, damageforcescale, float, NONE) \
40 P(class, prefix, damage, float, NONE) \
41 P(class, prefix, detonatedelay, float, NONE) \
42 P(class, prefix, edgedamage, float, NONE) \
43 P(class, prefix, force, float, NONE) \
44 P(class, prefix, force_xyscale, float, NONE) \
45 P(class, prefix, guidedelay, float, NONE) \
46 P(class, prefix, guidegoal, float, NONE) \
47 P(class, prefix, guideratedelay, float, NONE) \
48 P(class, prefix, guiderate, float, NONE) \
49 P(class, prefix, guidestop, float, NONE) \
50 P(class, prefix, health, float, NONE) \
51 P(class, prefix, lifetime, float, NONE) \
52 P(class, prefix, pickup_ammo, float, NONE) \
53 P(class, prefix, radius, float, NONE) \
54 P(class, prefix, refire, float, NONE) \
55 P(class, prefix, reload_ammo, float, NONE) \
56 P(class, prefix, reload_time, float, NONE) \
57 P(class, prefix, remote_damage, float, NONE) \
58 P(class, prefix, remote_edgedamage, float, NONE) \
59 P(class, prefix, remote_force, float, NONE) \
60 P(class, prefix, remote_jump, float, NONE) \
61 P(class, prefix, remote_jump_damage, float, NONE) \
62 P(class, prefix, remote_jump_force, float, NONE) \
63 P(class, prefix, remote_jump_radius, float, NONE) \
64 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
65 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
66 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
67 P(class, prefix, remote_radius, float, NONE) \
68 P(class, prefix, speedaccel, float, NONE) \
69 P(class, prefix, speedstart, float, NONE) \
70 P(class, prefix, speed, float, NONE) \
71 P(class, prefix, switchdelay_drop, float, NONE) \
72 P(class, prefix, switchdelay_raise, float, NONE) \
73 P(class, prefix, weaponreplace, string,NONE) \
74 P(class, prefix, weaponstartoverride, float, NONE) \
75 P(class, prefix, weaponstart, float, NONE) \
76 P(class, prefix, weaponthrowable, float, NONE) \
77 END()
78 W_PROPS(X, Devastator, devastator)
79#undef X
80
83
84SPAWNFUNC_WEAPON(weapon_devastator, WEP_DEVASTATOR)
85
86#ifdef SVQC
89#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Resource ammo_type
Definition devastator.qh:17
float bot_pickupbasevalue
Definition devastator.qh:20
string m_deprecated_netname
Definition devastator.qh:33
string m_canonical_spawnfunc
Definition devastator.qh:16
Model m_muzzlemodel
Definition devastator.qh:25
Model m_model
Definition devastator.qh:24
float w_crosshair_size
Definition devastator.qh:29
string w_crosshair
Definition devastator.qh:28
string m_name
Definition devastator.qh:32
string model2
Definition devastator.qh:30
string mdl
Definition devastator.qh:22
string netname
Definition devastator.qh:31
entity m_muzzleeffect
Definition devastator.qh:26
vector m_color
Definition devastator.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
float rl_release
Definition devastator.qh:87
float rl_detonate_later
Definition devastator.qh:88
#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 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_FLAG_RELOADABLE
Definition weapon.qh:217
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