Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
fireball.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(FIREBALL_SPHERE, "models/sphere/sphere.md3");
5MODEL(FIREBALL_VIEW, W_Model("h_fireball.iqm"));
6MODEL(FIREBALL_WORLD, W_Model("v_fireball.md3"));
7MODEL(FIREBALL_ITEM, W_Model("g_fireball.md3"));
8
9SOUND(FIREBALL_FIRE2, W_Sound("fireball_fire2"));
10SOUND(FIREBALL_FIRE, W_Sound("fireball_fire"));
11SOUND(FIREBALL_FLY2, W_Sound("fireball_fly2"));
12SOUND(FIREBALL_FLY, W_Sound("fireball_fly"));
13SOUND(FIREBALL_IMPACT2, W_Sound("fireball_impact2"));
14SOUND(FIREBALL_PREFIRE2, W_Sound("fireball_prefire2"));
15#endif
16
18/* spawnfunc */ ATTRIB(Fireball, m_canonical_spawnfunc, string, "weapon_fireball");
19/* ammotype */ //ATTRIB(Fireball, ammo_type, Resource, RES_NONE);
20/* impulse */ ATTRIB(Fireball, impulse, int, 9);
22/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
23/* color */ ATTRIB(Fireball, m_color, vector, '0.941 0.522 0.373');
24/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
25#ifdef GAMEQC
26/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
27/* flash mdl */ ATTRIB(Fireball, m_muzzlemodel, Model, MDL_Null);
28/* flash eff */ ATTRIB(Fireball, m_muzzleeffect, entity, EFFECT_FIREBALL_MUZZLEFLASH);
29#endif
30/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
31/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
32/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
33/* refname */ ATTRIB(Fireball, netname, string, "fireball");
34/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
35
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()
67 W_PROPS(X, Fireball, fireball)
68#undef X
69
72
73SPAWNFUNC_WEAPON(weapon_fireball, WEP_FIREBALL)
74
75#ifdef SVQC
76.float bot_primary_fireballmooth; // whatever a mooth is
79#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string m_name
Definition fireball.qh:34
vector m_color
Definition fireball.qh:23
int spawnflags
Definition fireball.qh:21
string model2
Definition fireball.qh:32
float bot_pickupbasevalue
Definition fireball.qh:22
Model m_model
Definition fireball.qh:26
string netname
Definition fireball.qh:33
string m_canonical_spawnfunc
Definition fireball.qh:18
Model m_muzzlemodel
Definition fireball.qh:27
entity m_muzzleeffect
Definition fireball.qh:28
string mdl
Definition fireball.qh:24
string w_crosshair
Definition fireball.qh:30
int impulse
Definition fireball.qh:20
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 fireball_primarytime
Definition fireball.qh:78
vector fireball_impactvec
Definition fireball.qh:77
float bot_primary_fireballmooth
Definition fireball.qh:76
#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_TYPE_SPLASH
Definition weapon.qh:212
const int WEP_FLAG_SUPERWEAPON
Definition weapon.qh:218
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:150
const int WEP_FLAG_NODUAL
Definition weapon.qh:223