Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
okmachinegun.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(OK_MG_VIEW, W_Model("h_ok_mg.iqm"));
5MODEL(OK_MG_WORLD, W_Model("v_ok_mg.md3"));
6MODEL(OK_MG_ITEM, W_Model("g_ok_mg.md3"));
7
8SOUND(OK_MG_FIRE, W_Sound("uzi_fire"));
9#endif
10
12#ifdef SVQC
13/* spawnfunc */ ATTRIB(OverkillMachineGun, m_canonical_spawnfunc, string, "weapon_okmachinegun");
14/* rating */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
15#endif
16/* ammotype */ ATTRIB(OverkillMachineGun, ammo_type, Resource, RES_BULLETS);
17/* impulse */ ATTRIB(OverkillMachineGun, impulse, int, 3);
19/* color */ ATTRIB(OverkillMachineGun, m_color, vector, '0.678 0.886 0.267');
20#ifdef GAMEQC
21/* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
22/* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
23/* flash mdl */ ATTRIB(OverkillMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
24/* flash eff */ ATTRIB(OverkillMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
25#endif
26#ifdef CSQC
27/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
28/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
29#endif
30/* wepimg */ ATTRIB(OverkillMachineGun, model2, string, "ok_weapon_smg");
31/* refname */ ATTRIB(OverkillMachineGun, netname, string, "okmachinegun");
32/* wepname */ ATTRIB(OverkillMachineGun, m_name, string, _("Overkill MachineGun"));
33
34#define X(BEGIN, P, END, class, prefix) \
35 BEGIN(class) \
36 P(class, prefix, ammo, float, PRI) \
37 P(class, prefix, damage, float, PRI) \
38 P(class, prefix, force, float, PRI) \
39 P(class, prefix, refire, float, PRI) \
40 P(class, prefix, solidpenetration, float, PRI) \
41 P(class, prefix, spread_add, float, PRI) \
42 P(class, prefix, spread_max, float, PRI) \
43 P(class, prefix, spread_min, float, PRI) \
44 P(class, prefix, refire_type, float, SEC) \
45 P(class, prefix, damagefalloff_forcehalflife, float, NONE) \
46 P(class, prefix, damagefalloff_halflife, float, NONE) \
47 P(class, prefix, damagefalloff_maxdist, float, NONE) \
48 P(class, prefix, damagefalloff_mindist, float, NONE) \
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()
58 W_PROPS(X, OverkillMachineGun, okmachinegun)
59#undef X
60
62REGISTER_WEAPON(OVERKILL_MACHINEGUN, NEW(OverkillMachineGun));
63
64//SPAWNFUNC_WEAPON(weapon_okmachinegun, WEP_OVERKILL_MACHINEGUN)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
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()
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_MUTATORBLOCKED
Definition weapon.qh:261
const int WEP_FLAG_PENETRATEWALLS
Definition weapon.qh:266
const int WEP_FLAG_HIDDEN
Definition weapon.qh:258