Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
okshotgun.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(OK_SHOTGUN_VIEW, W_Model("h_ok_shotgun.iqm"));
5MODEL(OK_SHOTGUN_WORLD, W_Model("v_ok_shotgun.md3"));
6MODEL(OK_SHOTGUN_ITEM, W_Model("g_ok_shotgun.md3"));
7#endif
8
10/* spawnfunc */ ATTRIB(OverkillShotgun, m_canonical_spawnfunc, string, "weapon_okshotgun");
11/* ammotype */ ATTRIB(OverkillShotgun, ammo_type, Resource, RES_SHELLS);
12/* impulse */ ATTRIB(OverkillShotgun, impulse, int, 2);
14/* rating */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
15/* color */ ATTRIB(OverkillShotgun, m_color, vector, '0.518 0.608 0.659');
16/* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
17#ifdef GAMEQC
18/* model */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM);
19#endif
20/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
21/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
22/* wepimg */ ATTRIB(OverkillShotgun, model2, string, "ok_weapon_shotgun");
23/* refname */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
24/* wepname */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));
25
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()
54 W_PROPS(X, OverkillShotgun, okshotgun)
55#undef X
56
59
60//SPAWNFUNC_WEAPON(weapon_okshotgun, WEP_OVERKILL_SHOTGUN)
Definition model.qh:3
Resource ammo_type
Definition okshotgun.qh:11
string m_canonical_spawnfunc
Definition okshotgun.qh:10
string w_crosshair
Definition okshotgun.qh:20
float bot_pickupbasevalue
Definition okshotgun.qh:14
float w_crosshair_size
Definition okshotgun.qh:21
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
#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