Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
mortar.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(MORTAR_VIEW, W_Model("h_gl.iqm"));
5MODEL(MORTAR_WORLD, W_Model("v_gl.md3"));
6MODEL(MORTAR_ITEM, W_Model("g_gl.md3"));
7
8SOUND(MORTAR_DET, W_Sound("rocket_det"));
9SOUND(MORTAR_FIRE, W_Sound("grenade_fire"));
10SOUND(MORTAR_IMPACT, W_Sound("grenade_impact"));
11SOUND(MORTAR_STICK, W_Sound("grenade_stick"));
12#endif
13
15/* spawnfunc */ ATTRIB(Mortar, m_canonical_spawnfunc, string, "weapon_mortar");
16/* ammotype */ ATTRIB(Mortar, ammo_type, Resource, RES_ROCKETS);
17/* impulse */ ATTRIB(Mortar, impulse, int, 4);
19/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
20/* color */ ATTRIB(Mortar, m_color, vector, '0.988 0.392 0.314');
21/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
22#ifdef GAMEQC
23/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
24/* flash mdl */ ATTRIB(Mortar, m_muzzlemodel, Model, MDL_Null);
25/* flash eff */ ATTRIB(Mortar, m_muzzleeffect, entity, EFFECT_GRENADE_MUZZLEFLASH);
26#endif
27/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
28/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
29/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
30/* refname */ ATTRIB(Mortar, netname, string, "mortar");
31/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
32/* legacy */ ATTRIB(Mortar, m_deprecated_netname, string, "grenadelauncher");
33
34#define X(BEGIN, P, END, class, prefix) \
35 BEGIN(class) \
36 P(class, prefix, ammo, float, BOTH) \
37 P(class, prefix, animtime, float, BOTH) \
38 P(class, prefix, bouncefactor, float, NONE) \
39 P(class, prefix, bouncestop, float, NONE) \
40 P(class, prefix, damageforcescale, float, BOTH) \
41 P(class, prefix, damage, float, BOTH) \
42 P(class, prefix, edgedamage, float, BOTH) \
43 P(class, prefix, force, float, BOTH) \
44 P(class, prefix, health, float, BOTH) \
45 P(class, prefix, lifetime, float, BOTH) \
46 P(class, prefix, lifetime_bounce, float, SEC) \
47 P(class, prefix, lifetime_stick, float, BOTH) \
48 P(class, prefix, pickup_ammo, float, NONE) \
49 P(class, prefix, radius, float, BOTH) \
50 P(class, prefix, refire, float, BOTH) \
51 P(class, prefix, reload_ammo, float, NONE) \
52 P(class, prefix, reload_time, float, NONE) \
53 P(class, prefix, remote_detonateprimary, float, SEC) \
54 P(class, prefix, remote_minbouncecnt, float, PRI) \
55 P(class, prefix, speed, float, BOTH) \
56 P(class, prefix, speed_up, float, BOTH) \
57 P(class, prefix, speed_z, float, BOTH) \
58 P(class, prefix, spread, float, BOTH) \
59 P(class, prefix, switchdelay_drop, float, NONE) \
60 P(class, prefix, switchdelay_raise, float, NONE) \
61 P(class, prefix, type, float, BOTH) \
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, Mortar, mortar)
68#undef X
69
72
73SPAWNFUNC_WEAPON(weapon_mortar, WEP_MORTAR)
74
75#ifdef SVQC
78#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Definition model.qh:3
string w_crosshair
Definition mortar.qh:27
string netname
Definition mortar.qh:30
float w_crosshair_size
Definition mortar.qh:28
int impulse
Definition mortar.qh:17
entity m_muzzleeffect
Definition mortar.qh:25
string mdl
Definition mortar.qh:21
Model m_model
Definition mortar.qh:23
string m_name
Definition mortar.qh:31
Resource ammo_type
Definition mortar.qh:16
vector m_color
Definition mortar.qh:20
Model m_muzzlemodel
Definition mortar.qh:24
int spawnflags
Definition mortar.qh:18
string m_canonical_spawnfunc
Definition mortar.qh:15
string m_deprecated_netname
Definition mortar.qh:32
string model2
Definition mortar.qh:29
float bot_pickupbasevalue
Definition mortar.qh:19
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()
string W_Model(string w_mdl)
Definition all.qc:232
#define MODEL(name, path)
Definition all.qh:8
float gl_bouncecnt
Definition mortar.qh:77
float gl_detonate_later
Definition mortar.qh:76
#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_FLAG_CANCLIMB
Definition weapon.qh:214
const int WEP_FLAG_RELOADABLE
Definition weapon.qh:217
const int WEP_FLAG_NOTRUEAIM
Definition weapon.qh:226
const int WEP_TYPE_SPLASH
Definition weapon.qh:212
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:150
const int WEP_FLAG_NORMAL
Definition weapon.qh:215