Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
racer_weapon.qh
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1#pragma once
2
4
7/* impulse */ ATTRIB(RacerAttack, impulse, int, 3);
8/* refname */ ATTRIB(RacerAttack, netname, string, "racercannon");
9/* wepname */ ATTRIB(RacerAttack, m_name, string, _("Racer cannon"));
12
13// TODO: move into implementation
14#ifdef SVQC
15void racer_fire_rocket(entity this, entity player, vector org, vector dir, entity trg);
16#endif
17
18#ifdef SVQC
26
34
37#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string m_name
string netname
ATTRIB(Weapon, m_canonical_spawnfunc, string)
the canonical spawnfunc name
#define NEW(cname,...)
Definition oo.qh:117
#define CLASS(...)
Definition oo.qh:145
#define ENDCLASS(cname)
Definition oo.qh:281
float autocvar_g_vehicle_racer_rocket_speed
float autocvar_g_vehicle_racer_cannon_refire
float autocvar_g_vehicle_racer_rocket_locked_maxangle
float autocvar_g_vehicle_racer_cannon_radius
float autocvar_g_vehicle_racer_cannon_spread
float autocvar_g_vehicle_racer_rocket_force
float autocvar_g_vehicle_racer_rocket_climbspeed
float autocvar_g_vehicle_racer_rocket_refire
float autocvar_g_vehicle_racer_cannon_speed
float autocvar_g_vehicle_racer_cannon_force
float autocvar_g_vehicle_racer_rocket_turnrate
void racer_fire_rocket(entity this, entity player, vector org, vector dir, entity trg)
float autocvar_g_vehicle_racer_cannon_cost
float autocvar_g_vehicle_racer_cannon_damage
float autocvar_g_vehicle_racer_rocket_accel
float autocvar_g_vehicle_racer_rocket_radius
float autocvar_g_vehicle_racer_rocket_damage
vector
Definition self.qh:92
vector org
Definition self.qh:92
int dir
Definition impulse.qc:89
#define REGISTER_WEAPON(id, inst)
Definition all.qh:136
const int WEP_FLAG_HIDDEN
Definition weapon.qh:216
const int WEP_FLAG_SPECIALATTACK
Definition weapon.qh:227