Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
minelayer.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(MINELAYER_MUZZLEFLASH, "models/flash.md3");
5MODEL(MINELAYER_MINE, "models/mine.md3");
6MODEL(MINELAYER_VIEW, W_Model("h_minelayer.iqm"));
7MODEL(MINELAYER_WORLD, W_Model("v_minelayer.md3"));
8MODEL(MINELAYER_ITEM, W_Model("g_minelayer.md3"));
9
10SOUND(MINE_DET, W_Sound("mine_det"));
11SOUND(MINE_EXP, W_Sound("mine_exp"));
12SOUND(MINE_FIRE, W_Sound("mine_fire"));
13SOUND(MINE_STICK, W_Sound("mine_stick"));
14SOUND(MINE_TRIGGER, W_Sound("mine_trigger"));
15#endif
16
18/* spawnfunc */ ATTRIB(MineLayer, m_canonical_spawnfunc, string, "weapon_minelayer");
19/* ammotype */ ATTRIB(MineLayer, ammo_type, Resource, RES_ROCKETS);
20/* impulse */ ATTRIB(MineLayer, impulse, int, 4);
22/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000);
23/* color */ ATTRIB(MineLayer, m_color, vector, '0.988 0.514 0.392');
24/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
25#ifdef GAMEQC
26/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
27/* flash mdl */ ATTRIB(MineLayer, m_muzzlemodel, Model, MDL_MINELAYER_MUZZLEFLASH);
28/* flash eff */ ATTRIB(MineLayer, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
29#endif
30/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
31/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
32/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
33/* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
34/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
35
36#define X(BEGIN, P, END, class, prefix) \
37 BEGIN(class) \
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) \
69 END()
70 W_PROPS(X, MineLayer, minelayer)
71#undef X
72
75
76SPAWNFUNC_WEAPON(weapon_minelayer, WEP_MINE_LAYER)
77
78#ifdef SVQC
79void W_MineLayer_Think(entity this);
81.float mine_time;
82
85#endif
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 mdl
Definition minelayer.qh:24
float w_crosshair_size
Definition minelayer.qh:31
string m_canonical_spawnfunc
Definition minelayer.qh:18
string model2
Definition minelayer.qh:32
string netname
Definition minelayer.qh:33
Resource ammo_type
Definition minelayer.qh:19
Model m_model
Definition minelayer.qh:26
int spawnflags
Definition minelayer.qh:21
Model m_muzzlemodel
Definition minelayer.qh:27
string w_crosshair
Definition minelayer.qh:30
float bot_pickupbasevalue
Definition minelayer.qh:22
entity m_muzzleeffect
Definition minelayer.qh:28
int impulse
Definition minelayer.qh:20
vector m_color
Definition minelayer.qh:23
string m_name
Definition minelayer.qh:34
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
#define X()
#define IL_NEW()
IntrusiveList g_mines
Definition minelayer.qh:83
void W_MineLayer_Think(entity this)
Definition minelayer.qc:178
float minelayer_detonate
Definition minelayer.qh:80
float mine_explodeanyway
Definition minelayer.qh:80
float mine_time
Definition minelayer.qh:81
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 STATIC_INIT(func)
during worldspawn
Definition static.qh:32
#define W_PROPS(L, class, prefix)
Definition all.qh:179
#define REGISTER_WEAPON(id, inst)
Definition all.qh:136
const int WEP_FLAG_RELOADABLE
Definition weapon.qh:217
const int WEP_TYPE_SPLASH
Definition weapon.qh:212
const int WEP_FLAG_MUTATORBLOCKED
Definition weapon.qh:219
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:150