Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
oknex.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(OK_NEX_VIEW, W_Model("h_ok_sniper.iqm"));
5MODEL(OK_NEX_WORLD, W_Model("v_ok_sniper.md3"));
6MODEL(OK_NEX_ITEM, W_Model("g_ok_sniper.md3"));
7
8SOUND(OK_NEX_CHARGE, W_Sound("nexcharge"));
9SOUND(OK_NEX_FIRE, W_Sound("nexfire"));
10SOUND(OK_NEX_IMPACT, W_Sound("neximpact"));
11#endif
12
14/* spawnfunc */ ATTRIB(OverkillNex, m_canonical_spawnfunc, string, "weapon_oknex");
15/* ammotype */ ATTRIB(OverkillNex, ammo_type, Resource, RES_CELLS);
16/* impulse */ ATTRIB(OverkillNex, impulse, int, 7);
18/* rating */ ATTRIB(OverkillNex, bot_pickupbasevalue, float, 8000);
19/* color */ ATTRIB(OverkillNex, m_color, vector, '0.459 0.765 0.835');
20/* modelname */ ATTRIB(OverkillNex, mdl, string, "ok_sniper");
21#ifdef GAMEQC
22/* model */ ATTRIB(OverkillNex, m_model, Model, MDL_OK_NEX_ITEM);
23#endif
24/* crosshair */ ATTRIB(OverkillNex, w_crosshair, string, "gfx/crosshairnex");
25/* crosshair */ ATTRIB(OverkillNex, w_crosshair_size, float, 0.65);
26/* reticle */ ATTRIB(OverkillNex, w_reticle, string, "gfx/reticle_nex");
27/* wepimg */ ATTRIB(OverkillNex, model2, string, "ok_weapon_rail");
28/* refname */ ATTRIB(OverkillNex, netname, string, "oknex");
29/* wepname */ ATTRIB(OverkillNex, m_name, string, _("Overkill Nex"));
30
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()
68 W_PROPS(X, OverkillNex, oknex)
69#undef X
70
73
74
75//SPAWNFUNC_WEAPON(weapon_oknex, WEP_OVERKILL_NEX)
Definition model.qh:3
string w_reticle
Definition oknex.qh:26
Model m_model
Definition oknex.qh:22
string mdl
Definition oknex.qh:20
Resource ammo_type
Definition oknex.qh:15
float bot_pickupbasevalue
Definition oknex.qh:18
int spawnflags
Definition oknex.qh:17
string w_crosshair
Definition oknex.qh:24
float w_crosshair_size
Definition oknex.qh:25
int impulse
Definition oknex.qh:16
string m_name
Definition oknex.qh:29
vector m_color
Definition oknex.qh:19
string model2
Definition oknex.qh:27
string m_canonical_spawnfunc
Definition oknex.qh:14
string netname
Definition oknex.qh:28
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
#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_RELOADABLE
Definition weapon.qh:217
const int WEP_TYPE_HITSCAN
Definition weapon.qh:213
const int WEP_FLAG_MUTATORBLOCKED
Definition weapon.qh:219
const int WEP_FLAG_HIDDEN
Definition weapon.qh:216