Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
okshotgun.qh File Reference
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Classes

class  OverkillShotgun

Macros

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

Functions

 MODEL (OK_SHOTGUN_ITEM, W_Model("g_ok_shotgun.md3"))
 MODEL (OK_SHOTGUN_VIEW, W_Model("h_ok_shotgun.iqm"))
 MODEL (OK_SHOTGUN_WORLD, W_Model("v_ok_shotgun.md3"))
 REGISTER_WEAPON (OVERKILL_SHOTGUN, NEW(OverkillShotgun))

Macro Definition Documentation

◆ X

#define X ( BEGIN,
P,
END,
class,
prefix )
Value:
BEGIN(class) \
P(class, prefix, ammo, float, PRI) \
P(class, prefix, animtime, float, PRI) \
P(class, prefix, bot_range, float, PRI) \
P(class, prefix, bullets, float, PRI) \
P(class, prefix, damage, float, PRI) \
P(class, prefix, damagefalloff_forcehalflife, float, PRI) \
P(class, prefix, damagefalloff_halflife, float, PRI) \
P(class, prefix, damagefalloff_maxdist, float, PRI) \
P(class, prefix, damagefalloff_mindist, float, PRI) \
P(class, prefix, force, float, PRI) \
P(class, prefix, refire, float, PRI) \
P(class, prefix, solidpenetration, float, PRI) \
P(class, prefix, spread, float, PRI) \
P(class, prefix, spread_pattern, float, PRI) \
P(class, prefix, spread_pattern_bias, float, PRI) \
P(class, prefix, spread_pattern_scale, float, PRI) \
P(class, prefix, refire_type, float, SEC) \
P(class, prefix, reload_ammo, float, NONE) \
P(class, prefix, reload_time, float, NONE) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, weaponreplace, string,NONE) \
P(class, prefix, weaponstartoverride, float, NONE) \
P(class, prefix, weaponstart, float, NONE) \
P(class, prefix, weaponthrowable, float, NONE) \
END()
float ammo
Definition sv_turrets.qh:43
float reload_time

Definition at line 26 of file okshotgun.qh.

26#define X(BEGIN, P, END, class, prefix) \
27 BEGIN(class) \
28 P(class, prefix, ammo, float, PRI) \
29 P(class, prefix, animtime, float, PRI) \
30 P(class, prefix, bot_range, float, PRI) \
31 P(class, prefix, bullets, float, PRI) \
32 P(class, prefix, damage, float, PRI) \
33 P(class, prefix, damagefalloff_forcehalflife, float, PRI) \
34 P(class, prefix, damagefalloff_halflife, float, PRI) \
35 P(class, prefix, damagefalloff_maxdist, float, PRI) \
36 P(class, prefix, damagefalloff_mindist, float, PRI) \
37 P(class, prefix, force, float, PRI) \
38 P(class, prefix, refire, float, PRI) \
39 P(class, prefix, solidpenetration, float, PRI) \
40 P(class, prefix, spread, float, PRI) \
41 P(class, prefix, spread_pattern, float, PRI) \
42 P(class, prefix, spread_pattern_bias, float, PRI) \
43 P(class, prefix, spread_pattern_scale, float, PRI) \
44 P(class, prefix, refire_type, float, SEC) \
45 P(class, prefix, reload_ammo, float, NONE) \
46 P(class, prefix, reload_time, float, NONE) \
47 P(class, prefix, switchdelay_drop, float, NONE) \
48 P(class, prefix, switchdelay_raise, float, NONE) \
49 P(class, prefix, weaponreplace, string,NONE) \
50 P(class, prefix, weaponstartoverride, float, NONE) \
51 P(class, prefix, weaponstart, float, NONE) \
52 P(class, prefix, weaponthrowable, float, NONE) \
53 END()

Function Documentation

◆ MODEL() [1/3]

MODEL ( OK_SHOTGUN_ITEM ,
W_Model("g_ok_shotgun.md3")  )

◆ MODEL() [2/3]

MODEL ( OK_SHOTGUN_VIEW ,
W_Model("h_ok_shotgun.iqm")  )

◆ MODEL() [3/3]

MODEL ( OK_SHOTGUN_WORLD ,
W_Model("v_ok_shotgun.md3")  )

◆ REGISTER_WEAPON()

REGISTER_WEAPON ( OVERKILL_SHOTGUN ,
NEW(OverkillShotgun)  )

References NEW, and REGISTER_WEAPON.