Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
okhmg.qh
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1#pragma once
2
4
5#ifdef GAMEQC
6MODEL(HMG_MUZZLEFLASH, "models/uziflash.md3");
7MODEL(HMG_VIEW, W_Model("h_ok_hmg.iqm"));
8MODEL(HMG_WORLD, W_Model("v_ok_hmg.md3"));
9MODEL(HMG_ITEM, W_Model("g_ok_hmg.md3"));
10
11SOUND(HMG_FIRE, W_Sound("uzi_fire"));
12#endif
13
15#ifdef SVQC
16/* spawnfunc */ ATTRIB(OverkillHeavyMachineGun, m_canonical_spawnfunc, string, "weapon_okhmg");
18#endif
19/* ammotype */ ATTRIB(OverkillHeavyMachineGun, ammo_type, Resource, RES_BULLETS);
20/* impulse */ ATTRIB(OverkillHeavyMachineGun, impulse, int, 3);
22/* color */ ATTRIB(OverkillHeavyMachineGun, m_color, vector, '0.992 0.471 0.396');
23#ifdef GAMEQC
24/* modelname */ ATTRIB(OverkillHeavyMachineGun, mdl, string, "ok_hmg");
25/* model */ ATTRIB(OverkillHeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
26/* flash mdl */ ATTRIB(OverkillHeavyMachineGun, m_muzzlemodel, Model, MDL_HMG_MUZZLEFLASH);
27/* flash eff */ ATTRIB(OverkillHeavyMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
28#endif
29#ifdef CSQC
30/* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
31/* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair_size, float, 0.6);
32#endif
33/* wepimg */ ATTRIB(OverkillHeavyMachineGun, model2, string, "weaponhmg");
34/* refname */ ATTRIB(OverkillHeavyMachineGun, netname, string, "okhmg");
35/* wepname */ ATTRIB(OverkillHeavyMachineGun, m_name, string, _("Overkill Heavy MachineGun"));
37
38#define X(BEGIN, P, END, class, prefix) \
39 BEGIN(class) \
40 P(class, prefix, ammo, float, PRI) \
41 P(class, prefix, damage, float, PRI) \
42 P(class, prefix, force, float, PRI) \
43 P(class, prefix, refire, float, PRI) \
44 P(class, prefix, solidpenetration, float, PRI) \
45 P(class, prefix, spread_add, float, PRI) \
46 P(class, prefix, spread_max, float, PRI) \
47 P(class, prefix, spread_min, float, PRI) \
48 P(class, prefix, refire_type, float, SEC) \
49 P(class, prefix, reload_ammo, float, NONE) \
50 P(class, prefix, reload_time, float, NONE) \
51 P(class, prefix, switchdelay_drop, float, NONE) \
52 P(class, prefix, switchdelay_raise, float, NONE) \
53 P(class, prefix, weaponreplace, string, NONE) \
54 P(class, prefix, weaponstartoverride, float, NONE) \
55 P(class, prefix, weaponstart, float, NONE) \
56 P(class, prefix, weaponthrowable, float, NONE) \
57 END()
59#undef X
60
63
64//SPAWNFUNC_WEAPON(weapon_okhmg, WEP_OVERKILL_HMG)
65//SPAWNFUNC_WEAPON(weapon_hmg, WEP_OVERKILL_HMG)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Definition model.qh:3
string m_deprecated_netname
Definition okhmg.qh:36
string m_canonical_spawnfunc
Definition okhmg.qh:16
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
#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_FLAG_RELOADABLE
Definition weapon.qh:259
const int WEP_TYPE_HITSCAN
Definition weapon.qh:255
const int WEP_FLAG_SUPERWEAPON
Definition weapon.qh:260
const int WEP_FLAG_MUTATORBLOCKED
Definition weapon.qh:261
const int WEP_FLAG_PENETRATEWALLS
Definition weapon.qh:266
const int WEP_FLAG_HIDDEN
Definition weapon.qh:258