Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
electro.qh
Go to the documentation of this file.
1#pragma once
2
3#ifdef GAMEQC
4MODEL(ELECTRO_VIEW, W_Model("h_electro.iqm"));
5MODEL(ELECTRO_WORLD, W_Model("v_electro.md3"));
6MODEL(ELECTRO_ITEM, W_Model("g_electro.md3"));
7
8SOUND(ELECTRO_BOUNCE, W_Sound("electro_bounce"));
9SOUND(ELECTRO_FIRE2, W_Sound("electro_fire2"));
10SOUND(ELECTRO_FIRE, W_Sound("electro_fire"));
11SOUND(ELECTRO_FLY, W_Sound("electro_fly"));
12SOUND(ELECTRO_IMPACT, W_Sound("electro_impact"));
13SOUND(ELECTRO_IMPACT_COMBO, W_Sound("electro_impact_combo"));
14#endif
15
17/* spawnfunc */ ATTRIB(Electro, m_canonical_spawnfunc, string, "weapon_electro");
18/* ammotype */ ATTRIB(Electro, ammo_type, Resource, RES_CELLS);
19/* impulse */ ATTRIB(Electro, impulse, int, 5);
21/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000);
22/* color */ ATTRIB(Electro, m_color, vector, '0.408 0.600 0.949');
23/* modelname */ ATTRIB(Electro, mdl, string, "electro");
24#ifdef GAMEQC
25/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
26/* flash mdl */ ATTRIB(Electro, m_muzzlemodel, Model, MDL_Null);
27/* flash eff */ ATTRIB(Electro, m_muzzleeffect, entity, EFFECT_ELECTRO_MUZZLEFLASH);
28#endif
29/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
30/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
31/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
32/* refname */ ATTRIB(Electro, netname, string, "electro");
33/* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
34
35#define X(BEGIN, P, END, class, prefix) \
36 BEGIN(class) \
37 P(class, prefix, ammo, float, BOTH) \
38 P(class, prefix, animtime, float, BOTH) \
39 P(class, prefix, bouncefactor, float, SEC) \
40 P(class, prefix, bouncestop, float, SEC) \
41 P(class, prefix, comboradius, float, PRI) \
42 P(class, prefix, combo_comboradius, float, NONE) \
43 P(class, prefix, combo_comboradius_thruwall, float, NONE) \
44 P(class, prefix, combo_damage, float, NONE) \
45 P(class, prefix, combo_duration, float, NONE) \
46 P(class, prefix, combo_edgedamage, float, NONE) \
47 P(class, prefix, combo_force, float, NONE) \
48 P(class, prefix, combo_radius, float, NONE) \
49 P(class, prefix, combo_safeammocheck, float, NONE) \
50 P(class, prefix, combo_speed, float, NONE) \
51 P(class, prefix, count, float, SEC) \
52 P(class, prefix, damagedbycontents, float, SEC) \
53 P(class, prefix, damageforcescale, float, SEC) \
54 P(class, prefix, damage, float, BOTH) \
55 P(class, prefix, edgedamage, float, BOTH) \
56 P(class, prefix, force, float, BOTH) \
57 P(class, prefix, health, float, SEC) \
58 P(class, prefix, lifetime, float, BOTH) \
59 P(class, prefix, limit, float, SEC) \
60 P(class, prefix, midaircombo_enemy, bool, PRI) \
61 P(class, prefix, midaircombo_explode, float, PRI) \
62 P(class, prefix, midaircombo_interval, float, PRI) \
63 P(class, prefix, midaircombo_own, bool, PRI) \
64 P(class, prefix, midaircombo_radius, float, PRI) \
65 P(class, prefix, midaircombo_speed, float, PRI) \
66 P(class, prefix, midaircombo_teammate, float, PRI) \
67 P(class, prefix, pickup_ammo, float, NONE) \
68 P(class, prefix, radius, float, BOTH) \
69 P(class, prefix, refire2, float, SEC) \
70 P(class, prefix, refire, float, BOTH) \
71 P(class, prefix, reload_ammo, float, NONE) \
72 P(class, prefix, reload_time, float, NONE) \
73 P(class, prefix, speed, float, BOTH) \
74 P(class, prefix, speed_up, float, SEC) \
75 P(class, prefix, speed_z, float, SEC) \
76 P(class, prefix, spread, float, BOTH) \
77 P(class, prefix, stick, float, SEC) \
78 P(class, prefix, stick_lifetime, float, SEC) \
79 P(class, prefix, switchdelay_drop, float, NONE) \
80 P(class, prefix, switchdelay_raise, float, NONE) \
81 P(class, prefix, touchexplode, float, SEC) \
82 P(class, prefix, weaponreplace, string,NONE) \
83 P(class, prefix, weaponstartoverride, float, NONE) \
84 P(class, prefix, weaponstart, float, NONE) \
85 P(class, prefix, weaponthrowable, float, NONE) \
86 END()
87 W_PROPS(X, Electro, electro)
88#undef X
89
92
93SPAWNFUNC_WEAPON(weapon_electro, WEP_ELECTRO)
94
95#ifdef SVQC
100#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
int spawnflags
Definition electro.qh:20
string model2
Definition electro.qh:31
string mdl
Definition electro.qh:23
Model m_model
Definition electro.qh:25
string w_crosshair
Definition electro.qh:29
string m_name
Definition electro.qh:33
entity m_muzzleeffect
Definition electro.qh:27
float bot_pickupbasevalue
Definition electro.qh:21
int impulse
Definition electro.qh:19
Model m_muzzlemodel
Definition electro.qh:26
string m_canonical_spawnfunc
Definition electro.qh:17
float w_crosshair_size
Definition electro.qh:30
vector m_color
Definition electro.qh:22
Resource ammo_type
Definition electro.qh:18
string netname
Definition electro.qh:32
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
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
IntrusiveList LimitedElectroBallRubbleList
Definition electro.qh:96
float electro_count
Definition electro.qh:97
void W_Electro_ExplodeCombo(entity this)
Definition electro.qc:167
float electro_secondarytime
Definition electro.qh:98
#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_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