4MODEL(MINELAYER_MUZZLEFLASH,
"models/flash.md3");
5MODEL(MINELAYER_MINE,
"models/mine.md3");
36#define X(BEGIN, P, END, class, prefix) \
38 P(class, prefix, ammo, float, NONE) \
39 P(class, prefix, animtime, float, NONE) \
40 P(class, prefix, damageforcescale, float, NONE) \
41 P(class, prefix, damage, float, NONE) \
42 P(class, prefix, detonatedelay, float, NONE) \
43 P(class, prefix, edgedamage, float, NONE) \
44 P(class, prefix, force, float, NONE) \
45 P(class, prefix, health, float, NONE) \
46 P(class, prefix, lifetime, float, NONE) \
47 P(class, prefix, lifetime_countdown, float, NONE) \
48 P(class, prefix, limit, float, NONE) \
49 P(class, prefix, pickup_ammo, float, NONE) \
50 P(class, prefix, protection, float, NONE) \
51 P(class, prefix, proximity_radius, float, NONE) \
52 P(class, prefix, proximity_time_core, float, NONE) \
53 P(class, prefix, proximity_time_edge, float, NONE) \
54 P(class, prefix, radius, float, NONE) \
55 P(class, prefix, refire, float, NONE) \
56 P(class, prefix, reload_ammo, float, NONE) \
57 P(class, prefix, reload_time, float, NONE) \
58 P(class, prefix, remote_damage, float, NONE) \
59 P(class, prefix, remote_edgedamage, float, NONE) \
60 P(class, prefix, remote_force, float, NONE) \
61 P(class, prefix, remote_radius, float, NONE) \
62 P(class, prefix, speed, float, NONE) \
63 P(class, prefix, switchdelay_drop, float, NONE) \
64 P(class, prefix, switchdelay_raise, float, NONE) \
65 P(class, prefix, weaponreplace, string, NONE) \
66 P(class, prefix, weaponstartoverride, float, NONE) \
67 P(class, prefix, weaponstart, float, NONE) \
68 P(class, prefix, weaponthrowable, float, NONE) \
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
string m_canonical_spawnfunc
float bot_pickupbasevalue
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
ATTRIB(Weapon, m_canonical_spawnfunc, string)
the canonical spawnfunc name
void W_MineLayer_Think(entity this)
string W_Model(string w_mdl)
#define MODEL(name, path)
string W_Sound(string w_snd)
#define SOUND(name, path)
#define STATIC_INIT(func)
during worldspawn
#define W_PROPS(L, class, prefix)
#define REGISTER_WEAPON(id, inst)
const int WEP_FLAG_RELOADABLE
const int WEP_TYPE_SPLASH
const int WEP_FLAG_MUTATORBLOCKED
#define SPAWNFUNC_WEAPON(name, weapon)