BEGIN(class) \
P(class, prefix, animtime, float, BOTH) \
P(class, prefix, bfgdamage, float, PRI) \
P(class, prefix, bfgforce, float, PRI) \
P(class, prefix, bfgradius, float, PRI) \
P(class, prefix, damagetime, float, SEC) \
P(class, prefix, damage, float, BOTH) \
P(class, prefix, edgedamage, float, PRI) \
P(class, prefix, force, float, PRI) \
P(
class, prefix,
health,
float, PRI) \
P(class, prefix, laserburntime, float, BOTH) \
P(class, prefix, laserdamage, float, BOTH) \
P(class, prefix, laseredgedamage, float, BOTH) \
P(class, prefix, laserradius, float, BOTH) \
P(
class, prefix,
lifetime,
float, BOTH) \
P(
class, prefix,
radius,
float, PRI) \
P(class, prefix, refire2, float, PRI) \
P(class, prefix, refire, float, BOTH) \
P(
class, prefix,
speed,
float, BOTH) \
P(class, prefix, speed_up, float, SEC) \
P(class, prefix, speed_z, float, SEC) \
P(class, prefix, spread, float, BOTH) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, weaponreplace, string,NONE) \
P(class, prefix, weaponstartoverride, float, NONE) \
P(class, prefix, weaponstart, float, NONE) \
P(class, prefix, weaponthrowable, float, NONE) \
END()
float health
Legacy fields for the resources. To be removed.
36#define X(BEGIN, P, END, class, prefix) \
37 BEGIN(class) \
38 P(class, prefix, animtime, float, BOTH) \
39 P(class, prefix, bfgdamage, float, PRI) \
40 P(class, prefix, bfgforce, float, PRI) \
41 P(class, prefix, bfgradius, float, PRI) \
42 P(class, prefix, damageforcescale, float, BOTH) \
43 P(class, prefix, damagetime, float, SEC) \
44 P(class, prefix, damage, float, BOTH) \
45 P(class, prefix, edgedamage, float, PRI) \
46 P(class, prefix, force, float, PRI) \
47 P(class, prefix, health, float, PRI) \
48 P(class, prefix, laserburntime, float, BOTH) \
49 P(class, prefix, laserdamage, float, BOTH) \
50 P(class, prefix, laseredgedamage, float, BOTH) \
51 P(class, prefix, laserradius, float, BOTH) \
52 P(class, prefix, lifetime, float, BOTH) \
53 P(class, prefix, radius, float, PRI) \
54 P(class, prefix, refire2, float, PRI) \
55 P(class, prefix, refire, float, BOTH) \
56 P(class, prefix, speed, float, BOTH) \
57 P(class, prefix, speed_up, float, SEC) \
58 P(class, prefix, speed_z, float, SEC) \
59 P(class, prefix, spread, float, BOTH) \
60 P(class, prefix, switchdelay_drop, float, NONE) \
61 P(class, prefix, switchdelay_raise, float, NONE) \
62 P(class, prefix, weaponreplace, string,NONE) \
63 P(class, prefix, weaponstartoverride, float, NONE) \
64 P(class, prefix, weaponstart, float, NONE) \
65 P(class, prefix, weaponthrowable, float, NONE) \
66 END()