Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
porto.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(PORTAL, "models/portal.md3");
5MODEL(PORTO_VIEW, W_Model("h_porto.iqm"));
6MODEL(PORTO_WORLD, W_Model("v_porto.md3"));
7MODEL(PORTO_ITEM, W_Model("g_porto.md3"));
8
9SOUND(PORTO_BOUNCE, "porto/bounce");
10SOUND(PORTO_CREATE, "porto/create");
11SOUND(PORTO_EXPIRE, "porto/expire");
12SOUND(PORTO_EXPLODE, "porto/explode");
13SOUND(PORTO_FIRE, "porto/fire");
14SOUND(PORTO_UNSUPPORTED, "porto/unsupported");
15#endif
16
18#ifdef SVQC
19/* spawnfunc */ ATTRIB(PortoLaunch, m_canonical_spawnfunc, string, "weapon_porto");
20/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
21#endif
22/* ammotype */ ATTRIB(PortoLaunch, ammo_type, Resource, RES_NONE);
23/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0);
25/* color */ ATTRIB(PortoLaunch, m_color, vector, '0.404 0.545 0.937');
26#ifdef GAMEQC
27/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
28/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
29#endif
30#ifdef CSQC
31/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
32/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
33#endif
34/* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
35/* refname */ ATTRIB(PortoLaunch, netname, string, "porto");
36/* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
37
38#define X(BEGIN, P, END, class, prefix) \
39 BEGIN(class) \
40 P(class, prefix, animtime, float, BOTH) \
41 P(class, prefix, lifetime, float, BOTH) \
42 P(class, prefix, refire, float, BOTH) \
43 P(class, prefix, secondary, float, NONE) \
44 P(class, prefix, speed, float, BOTH) \
45 P(class, prefix, switchdelay_drop, float, NONE) \
46 P(class, prefix, switchdelay_raise, float, NONE) \
47 P(class, prefix, weaponreplace, string, NONE) \
48 P(class, prefix, weaponstartoverride, float, NONE) \
49 P(class, prefix, weaponstart, float, NONE) \
50 P(class, prefix, weaponthrowable, float, NONE) \
51 END()
52 W_PROPS(X, PortoLaunch, porto)
53#undef X
54
57
58SPAWNFUNC_WEAPON(weapon_porto, WEP_PORTO)
59
60#ifdef CSQC
61void Porto_Draw(entity this);
62#endif
63
64#ifdef SVQC
66.vector porto_v_angle; // holds "held" view angles
70
71void W_Porto_Fail(entity this, bool failhard);
72void W_Porto_Remove (entity p);
73#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Definition model.qh:3
string w_crosshair
Definition porto.qh:31
string model2
Definition porto.qh:34
string m_canonical_spawnfunc
Definition porto.qh:19
int impulse
Definition porto.qh:23
float w_crosshair_size
Definition porto.qh:32
Model m_model
Definition porto.qh:28
string netname
Definition porto.qh:35
string mdl
Definition porto.qh:27
Resource ammo_type
Definition porto.qh:22
int spawnflags
Definition porto.qh:24
vector m_color
Definition porto.qh:25
float bot_pickupbasevalue
Definition porto.qh:20
string m_name
Definition porto.qh:36
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
#define X()
string W_Model(string w_mdl)
Definition all.qc:233
#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
float porto_v_angle_held
Definition porto.qh:67
void Porto_Draw(entity this)
Definition porto.qc:17
float porto_forbidden
Definition porto.qh:69
vector porto_v_angle
Definition porto.qh:66
vector right_vector
Definition porto.qh:68
void W_Porto_Remove(entity p)
Definition porto.qc:151
void W_Porto_Fail(entity this, bool failhard)
Definition porto.qc:114
entity porto_current
Definition porto.qh:65
vector
Definition self.qh:92
#define SOUND(name, path)
Definition all.qh:30
#define W_PROPS(L, class, prefix)
Definition all.qh:188
#define REGISTER_WEAPON(id, inst)
Definition all.qh:136
const int WEP_FLAG_NOTRUEAIM
Definition weapon.qh:268
const int WEP_FLAG_SUPERWEAPON
Definition weapon.qh:260
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:191
const int WEP_FLAG_NODUAL
Definition weapon.qh:265
const int WEP_TYPE_OTHER
Definition weapon.qh:253