Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
devastator.qh
Go to the documentation of this file.
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#ifdef GAMEQC
17/* spawnfunc */ ATTRIB(Devastator, m_canonical_spawnfunc, string, "weapon_devastator");
18/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
19#endif
20/* ammotype */ ATTRIB(Devastator, ammo_type, Resource, RES_ROCKETS);
21/* impulse */ ATTRIB(Devastator, impulse, int, 9);
23/* color */ ATTRIB(Devastator, m_color, vector, '0.914 0.745 0.341');
24#ifdef GAMEQC
25/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
26/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
27/* flash mdl */ ATTRIB(Devastator, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH);
28/* flash eff */ ATTRIB(Devastator, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
29#endif
30#ifdef CSQC
31/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
32/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
33#endif
34/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
35/* refname */ ATTRIB(Devastator, netname, string, "devastator");
36/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
37/* legacy */ ATTRIB(Devastator, m_deprecated_netname, string, "rocketlauncher");
38
39#define X(BEGIN, P, END, class, prefix) \
40 BEGIN(class) \
41 P(class, prefix, ammo, float, NONE) \
42 P(class, prefix, animtime, float, NONE) \
43 P(class, prefix, damageforcescale, float, NONE) \
44 P(class, prefix, damage, float, NONE) \
45 P(class, prefix, detonatedelay, float, NONE) \
46 P(class, prefix, edgedamage, float, NONE) \
47 P(class, prefix, force, float, NONE) \
48 P(class, prefix, force_xyscale, float, NONE) \
49 P(class, prefix, guidedelay, float, NONE) \
50 P(class, prefix, guidegoal, float, NONE) \
51 P(class, prefix, guideratedelay, float, NONE) \
52 P(class, prefix, guiderate, float, NONE) \
53 P(class, prefix, guidestop, float, NONE) \
54 P(class, prefix, health, float, NONE) \
55 P(class, prefix, lifetime, float, NONE) \
56 P(class, prefix, pickup_ammo, float, NONE) \
57 P(class, prefix, radius, float, NONE) \
58 P(class, prefix, refire, float, NONE) \
59 P(class, prefix, reload_ammo, float, NONE) \
60 P(class, prefix, reload_time, float, NONE) \
61 P(class, prefix, remote_damage, float, NONE) \
62 P(class, prefix, remote_edgedamage, float, NONE) \
63 P(class, prefix, remote_force, float, NONE) \
64 P(class, prefix, remote_jump, float, NONE) \
65 P(class, prefix, remote_jump_damage, float, NONE) \
66 P(class, prefix, remote_jump_force, float, NONE) \
67 P(class, prefix, remote_jump_radius, float, NONE) \
68 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
69 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
70 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
71 P(class, prefix, remote_radius, float, NONE) \
72 P(class, prefix, speedaccel, float, NONE) \
73 P(class, prefix, speedstart, float, NONE) \
74 P(class, prefix, speed, float, NONE) \
75 P(class, prefix, switchdelay_drop, float, NONE) \
76 P(class, prefix, switchdelay_raise, float, NONE) \
77 P(class, prefix, weaponreplace, string, NONE) \
78 P(class, prefix, weaponstartoverride, float, NONE) \
79 P(class, prefix, weaponstart, float, NONE) \
80 P(class, prefix, weaponthrowable, float, NONE) \
81 END()
82 W_PROPS(X, Devastator, devastator)
83#undef X
84
87
88SPAWNFUNC_WEAPON(weapon_devastator, WEP_DEVASTATOR)
89
90#ifdef SVQC
93#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Resource ammo_type
Definition devastator.qh:20
float bot_pickupbasevalue
Definition devastator.qh:18
string m_deprecated_netname
Definition devastator.qh:37
string m_canonical_spawnfunc
Definition devastator.qh:17
Model m_muzzlemodel
Definition devastator.qh:27
Model m_model
Definition devastator.qh:26
float w_crosshair_size
Definition devastator.qh:32
string w_crosshair
Definition devastator.qh:31
string m_name
Definition devastator.qh:36
string model2
Definition devastator.qh:34
string mdl
Definition devastator.qh:25
string netname
Definition devastator.qh:35
entity m_muzzleeffect
Definition devastator.qh:28
vector m_color
Definition devastator.qh:23
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 rl_release
Definition devastator.qh:91
float rl_detonate_later
Definition devastator.qh:92
#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