Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
oknex.qh File Reference
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

class  OverkillNex

Macros

#define X(BEGIN, P, END, class, prefix)

Functions

 MODEL (OK_NEX_ITEM, W_Model("g_ok_sniper.md3"))
 MODEL (OK_NEX_VIEW, W_Model("h_ok_sniper.iqm"))
 MODEL (OK_NEX_WORLD, W_Model("v_ok_sniper.md3"))
 REGISTER_WEAPON (OVERKILL_NEX, NEW(OverkillNex))
 SOUND (OK_NEX_CHARGE, W_Sound("nexcharge"))
 SOUND (OK_NEX_FIRE, W_Sound("nexfire"))
 SOUND (OK_NEX_IMPACT, W_Sound("neximpact"))

Macro Definition Documentation

◆ X

#define X ( BEGIN,
P,
END,
class,
prefix )

Definition at line 31 of file oknex.qh.

31#define X(BEGIN, P, END, class, prefix) \
32 BEGIN(class) \
33 P(class, prefix, ammo, float, PRI) \
34 P(class, prefix, animtime, float, PRI) \
35 P(class, prefix, chargepool, float, SEC) \
36 P(class, prefix, chargepool_pause_regen, float, SEC) \
37 P(class, prefix, chargepool_regen, float, SEC) \
38 P(class, prefix, charge, float, NONE) \
39 P(class, prefix, charge_animlimit, float, NONE) \
40 P(class, prefix, charge_limit, float, NONE) \
41 P(class, prefix, charge_maxspeed, float, NONE) \
42 P(class, prefix, charge_mindmg, float, NONE) \
43 P(class, prefix, charge_minspeed, float, NONE) \
44 P(class, prefix, charge_rate, float, NONE) \
45 P(class, prefix, charge_rot_pause, float, NONE) \
46 P(class, prefix, charge_rot_rate, float, NONE) \
47 P(class, prefix, charge_shot_multiplier, float, NONE) \
48 P(class, prefix, charge_start, float, NONE) \
49 P(class, prefix, charge_velocity_rate, float, NONE) \
50 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
51 P(class, prefix, damagefalloff_halflife, float, BOTH) \
52 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
53 P(class, prefix, damagefalloff_mindist, float, BOTH) \
54 P(class, prefix, damage, float, PRI) \
55 P(class, prefix, force, float, PRI) \
56 P(class, prefix, refire, float, PRI) \
57 P(class, prefix, secondary, float, NONE) \
58 P(class, prefix, reload_ammo, float, NONE) \
59 P(class, prefix, reload_time, float, NONE) \
60 P(class, prefix, switchdelay_raise, float, NONE) \
61 P(class, prefix, switchdelay_drop, float, NONE) \
62 P(class, prefix, weaponreplace, string, NONE) \
63 P(class, prefix, weaponstart, float, NONE) \
64 P(class, prefix, weaponstartoverride, float, NONE) \
65 P(class, prefix, weaponthrowable, float, NONE) \
66 P(class, prefix, refire_type, float, SEC) \
67 END()

Function Documentation

◆ MODEL() [1/3]

MODEL ( OK_NEX_ITEM ,
W_Model("g_ok_sniper.md3")  )

◆ MODEL() [2/3]

MODEL ( OK_NEX_VIEW ,
W_Model("h_ok_sniper.iqm")  )

◆ MODEL() [3/3]

MODEL ( OK_NEX_WORLD ,
W_Model("v_ok_sniper.md3")  )

◆ REGISTER_WEAPON()

REGISTER_WEAPON ( OVERKILL_NEX ,
NEW(OverkillNex)  )

References NEW, and REGISTER_WEAPON.

◆ SOUND() [1/3]

SOUND ( OK_NEX_CHARGE ,
W_Sound("nexcharge")  )

◆ SOUND() [2/3]

SOUND ( OK_NEX_FIRE ,
W_Sound("nexfire")  )

◆ SOUND() [3/3]

SOUND ( OK_NEX_IMPACT ,
W_Sound("neximpact")  )