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#ifdef SVQC
19/* spawnfunc */ ATTRIB(Fireball, m_canonical_spawnfunc, string, "weapon_fireball");
20/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
21#endif
22/* ammotype */ //ATTRIB(Fireball, ammo_type, Resource, RES_NONE);
23/* impulse */ ATTRIB(Fireball, impulse, int, 9);
25/* color */ ATTRIB(Fireball, m_color, vector, '0.941 0.522 0.373');
26#ifdef GAMEQC
27/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
28/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
29/* flash mdl */ ATTRIB(Fireball, m_muzzlemodel, Model, MDL_Null);
30/* flash eff */ ATTRIB(Fireball, m_muzzleeffect, entity, EFFECT_FIREBALL_MUZZLEFLASH);
31#endif
32#ifdef CSQC
33/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
34/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
35#endif
36/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
37/* refname */ ATTRIB(Fireball, netname, string, "fireball");
38/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
39
40#define X(BEGIN, P, END, class, prefix) \
41 BEGIN(class) \
42 P(class, prefix, animtime, float, BOTH) \
43 P(class, prefix, bfgdamage, float, PRI) \
44 P(class, prefix, bfgforce, float, PRI) \
45 P(class, prefix, bfgradius, float, PRI) \
46 P(class, prefix, damageforcescale, float, BOTH) \
47 P(class, prefix, damagetime, float, SEC) \
48 P(class, prefix, damage, float, BOTH) \
49 P(class, prefix, edgedamage, float, PRI) \
50 P(class, prefix, force, float, PRI) \
51 P(class, prefix, health, float, PRI) \
52 P(class, prefix, laserburntime, float, BOTH) \
53 P(class, prefix, laserdamage, float, BOTH) \
54 P(class, prefix, laseredgedamage, float, BOTH) \
55 P(class, prefix, laserradius, float, BOTH) \
56 P(class, prefix, lifetime, float, BOTH) \
57 P(class, prefix, radius, float, PRI) \
58 P(class, prefix, refire2, float, PRI) \
59 P(class, prefix, refire, float, BOTH) \
60 P(class, prefix, speed, float, BOTH) \
61 P(class, prefix, speed_up, float, SEC) \
62 P(class, prefix, speed_z, float, SEC) \
63 P(class, prefix, spread, float, BOTH) \
64 P(class, prefix, switchdelay_drop, float, NONE) \
65 P(class, prefix, switchdelay_raise, float, NONE) \
66 P(class, prefix, weaponreplace, string, NONE) \
67 P(class, prefix, weaponstartoverride, float, NONE) \
68 P(class, prefix, weaponstart, float, NONE) \
69 P(class, prefix, weaponthrowable, float, NONE) \
70 END()
71 W_PROPS(X, Fireball, fireball)
72#undef X
73
76
77SPAWNFUNC_WEAPON(weapon_fireball, WEP_FIREBALL)
78
79#ifdef SVQC
82#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string m_name
Definition fireball.qh:38
vector m_color
Definition fireball.qh:25
int spawnflags
Definition fireball.qh:24
string model2
Definition fireball.qh:36
float bot_pickupbasevalue
Definition fireball.qh:20
Model m_model
Definition fireball.qh:28
string netname
Definition fireball.qh:37
string m_canonical_spawnfunc
Definition fireball.qh:19
Model m_muzzlemodel
Definition fireball.qh:29
entity m_muzzleeffect
Definition fireball.qh:30
string mdl
Definition fireball.qh:27
string w_crosshair
Definition fireball.qh:33
int impulse
Definition fireball.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 fireball_primarytime
Definition fireball.qh:81
vector fireball_impactvec
Definition fireball.qh:80
#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_TYPE_SPLASH
Definition weapon.qh:254
const int WEP_FLAG_SUPERWEAPON
Definition weapon.qh:260
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:191
const int WEP_FLAG_NODUAL
Definition weapon.qh:265