Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
hagar.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(HAGAR_VIEW, W_Model("h_hagar.iqm"));
5MODEL(HAGAR_WORLD, W_Model("v_hagar.md3"));
6MODEL(HAGAR_ITEM, W_Model("g_hagar.md3"));
7
8SOUND(HAGAR_BEEP, W_Sound("hagar_beep"));
9SOUND(HAGAR_FIRE, W_Sound("hagar_fire"));
10SOUND(HAGAR_LOAD, W_Sound("hagar_load"));
11SOUND(HAGEXP1, W_Sound("hagexp1"));
12SOUND(HAGEXP2, W_Sound("hagexp2"));
13SOUND(HAGEXP3, W_Sound("hagexp3"));
15{
16 return REGISTRY_GET(Sounds, SND_HAGEXP1.m_id + rint(rnd * 2));
17}
18#endif
19
21#ifdef SVQC
22/* spawnfunc */ ATTRIB(Hagar, m_canonical_spawnfunc, string, "weapon_hagar");
23/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000);
24#endif
25/* ammotype */ ATTRIB(Hagar, ammo_type, Resource, RES_ROCKETS);
26/* impulse */ ATTRIB(Hagar, impulse, int, 8);
28/* color */ ATTRIB(Hagar, m_color, vector, '0.886 0.545 0.345');
29#ifdef GAMEQC
30/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
31/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
32/* flash mdl */ ATTRIB(Hagar, m_muzzlemodel, Model, MDL_Null);
33/* flash eff */ ATTRIB(Hagar, m_muzzleeffect, entity, EFFECT_HAGAR_MUZZLEFLASH);
34#endif
35#ifdef CSQC
36/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
37/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
38#endif
39/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar");
40/* refname */ ATTRIB(Hagar, netname, string, "hagar");
41/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar"));
42
43#define X(BEGIN, P, END, class, prefix) \
44 BEGIN(class) \
45 P(class, prefix, ammo, float, BOTH) \
46 P(class, prefix, damageforcescale, float, BOTH) \
47 P(class, prefix, damage, float, BOTH) \
48 P(class, prefix, edgedamage, float, BOTH) \
49 P(class, prefix, force, float, BOTH) \
50 P(class, prefix, health, float, BOTH) \
51 P(class, prefix, lifetime, float, PRI) \
52 P(class, prefix, lifetime_min, float, SEC) \
53 P(class, prefix, lifetime_rand, float, SEC) \
54 P(class, prefix, load, float, SEC) \
55 P(class, prefix, load_abort, float, SEC) \
56 P(class, prefix, load_animtime, float, SEC) \
57 P(class, prefix, load_hold, float, SEC) \
58 P(class, prefix, load_linkexplode, float, SEC) \
59 P(class, prefix, load_max, float, SEC) \
60 P(class, prefix, load_releasedeath, float, SEC) \
61 P(class, prefix, load_speed, float, SEC) \
62 P(class, prefix, load_spread, float, SEC) \
63 P(class, prefix, load_spread_bias, float, SEC) \
64 P(class, prefix, pickup_ammo, float, NONE) \
65 P(class, prefix, radius, float, BOTH) \
66 P(class, prefix, refire, float, BOTH) \
67 P(class, prefix, reload_ammo, float, NONE) \
68 P(class, prefix, reload_time, float, NONE) \
69 P(class, prefix, secondary, float, NONE) \
70 P(class, prefix, speed, float, BOTH) \
71 P(class, prefix, spread, float, BOTH) \
72 P(class, prefix, switchdelay_drop, float, NONE) \
73 P(class, prefix, switchdelay_raise, float, NONE) \
74 P(class, prefix, weaponreplace, string, NONE) \
75 P(class, prefix, weaponstartoverride, float, NONE) \
76 P(class, prefix, weaponstart, float, NONE) \
77 P(class, prefix, weaponthrowable, float, NONE) \
78 END()
79 W_PROPS(X, Hagar, hagar)
80#undef X
81
84
85SPAWNFUNC_WEAPON(weapon_hagar, WEP_HAGAR)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Definition hagar.qh:20
Model m_model
Definition hagar.qh:31
string model2
Definition hagar.qh:39
string m_name
Definition hagar.qh:41
vector m_color
Definition hagar.qh:28
float w_crosshair_size
Definition hagar.qh:37
entity m_muzzleeffect
Definition hagar.qh:33
string w_crosshair
Definition hagar.qh:36
string netname
Definition hagar.qh:40
int impulse
Definition hagar.qh:26
Model m_muzzlemodel
Definition hagar.qh:32
int spawnflags
Definition hagar.qh:27
string m_canonical_spawnfunc
Definition hagar.qh:22
float bot_pickupbasevalue
Definition hagar.qh:23
Resource ammo_type
Definition hagar.qh:25
string mdl
Definition hagar.qh:30
Definition model.qh:3
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
#define X()
Sound SND_HAGEXP_RANDOM(float rnd)
Definition hagar.qh:14
float rint(float f)
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
#define REGISTRY_GET(id, i)
Definition registry.qh:43
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