4MODEL(PORTAL,
"models/portal.md3");
9SOUND(PORTO_BOUNCE,
"porto/bounce");
10SOUND(PORTO_CREATE,
"porto/create");
11SOUND(PORTO_EXPIRE,
"porto/expire");
12SOUND(PORTO_EXPLODE,
"porto/explode");
14SOUND(PORTO_UNSUPPORTED,
"porto/unsupported");
34#define X(BEGIN, P, END, class, prefix) \
36 P(class, prefix, animtime, float, BOTH) \
37 P(class, prefix, lifetime, float, BOTH) \
38 P(class, prefix, refire, float, BOTH) \
39 P(class, prefix, secondary, float, NONE) \
40 P(class, prefix, speed, float, BOTH) \
41 P(class, prefix, switchdelay_drop, float, NONE) \
42 P(class, prefix, switchdelay_raise, float, NONE) \
43 P(class, prefix, weaponreplace, string,NONE) \
44 P(class, prefix, weaponstartoverride, float, NONE) \
45 P(class, prefix, weaponstart, float, NONE) \
46 P(class, prefix, weaponthrowable, float, NONE) \
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string m_canonical_spawnfunc
float bot_pickupbasevalue
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
ATTRIB(Weapon, m_canonical_spawnfunc, string)
the canonical spawnfunc name
string W_Model(string w_mdl)
#define MODEL(name, path)
void W_Porto_Fail(entity this, float failhard)
void Porto_Draw(entity this)
void W_Porto_Remove(entity p)
#define SOUND(name, path)
#define W_PROPS(L, class, prefix)
#define REGISTER_WEAPON(id, inst)
const int WEP_FLAG_NOTRUEAIM
const int WEP_FLAG_SUPERWEAPON
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_NODUAL