Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
shotgun.qh File Reference
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

class  Shotgun

Macros

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

Functions

 MODEL (SHOTGUN_ITEM, W_Model("g_shotgun.md3"))
 MODEL (SHOTGUN_MUZZLEFLASH, "models/uziflash.md3")
 MODEL (SHOTGUN_VIEW, W_Model("h_shotgun.iqm"))
 MODEL (SHOTGUN_WORLD, W_Model("v_shotgun.md3"))
 REGISTER_WEAPON (SHOTGUN, NEW(Shotgun))
 SOUND (SHOTGUN_FIRE, W_Sound("shotgun_fire"))
 SOUND (SHOTGUN_MELEE, W_Sound("shotgun_melee"))

Macro Definition Documentation

◆ X

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

Definition at line 32 of file shotgun.qh.

32#define X(BEGIN, P, END, class, prefix) \
33 BEGIN(class) \
34 P(class, prefix, alt_animtime, float, SEC) \
35 P(class, prefix, alt_refire, float, SEC) \
36 P(class, prefix, ammo, float, PRI) \
37 P(class, prefix, animtime, float, BOTH) \
38 P(class, prefix, bullets, float, PRI) \
39 P(class, prefix, damage, float, BOTH) \
40 P(class, prefix, damagefalloff_forcehalflife, float, PRI) \
41 P(class, prefix, damagefalloff_halflife, float, PRI) \
42 P(class, prefix, damagefalloff_maxdist, float, PRI) \
43 P(class, prefix, damagefalloff_mindist, float, PRI) \
44 P(class, prefix, force, float, BOTH) \
45 P(class, prefix, melee_blockedbyfiring, bool, SEC) \
46 P(class, prefix, melee_delay, float, SEC) \
47 P(class, prefix, melee_multihit, float, SEC) \
48 P(class, prefix, melee_nonplayerdamage, float, SEC) \
49 P(class, prefix, melee_no_doubleslap, float, SEC) \
50 P(class, prefix, melee_range, float, SEC) \
51 P(class, prefix, melee_swing_side, float, SEC) \
52 P(class, prefix, melee_swing_up, float, SEC) \
53 P(class, prefix, melee_time, float, SEC) \
54 P(class, prefix, melee_traces, float, SEC) \
55 P(class, prefix, pickup_ammo, float, NONE) \
56 P(class, prefix, refire, float, BOTH) \
57 P(class, prefix, reload_ammo, float, NONE) \
58 P(class, prefix, reload_time, float, NONE) \
59 P(class, prefix, secondary, float, NONE) \
60 P(class, prefix, solidpenetration, float, PRI) \
61 P(class, prefix, spread, float, PRI) \
62 P(class, prefix, spread_pattern, float, PRI) \
63 P(class, prefix, spread_pattern_bias, float, PRI) \
64 P(class, prefix, spread_pattern_scale, float, PRI) \
65 P(class, prefix, switchdelay_drop, float, NONE) \
66 P(class, prefix, switchdelay_raise, float, NONE) \
67 P(class, prefix, weaponreplace, string,NONE) \
68 P(class, prefix, weaponstartoverride, float, NONE) \
69 P(class, prefix, weaponstart, float, NONE) \
70 P(class, prefix, weaponthrowable, float, NONE) \
71 END()

Function Documentation

◆ MODEL() [1/4]

MODEL ( SHOTGUN_ITEM ,
W_Model("g_shotgun.md3")  )

◆ MODEL() [2/4]

MODEL ( SHOTGUN_MUZZLEFLASH ,
"models/uziflash.md3"  )

◆ MODEL() [3/4]

MODEL ( SHOTGUN_VIEW ,
W_Model("h_shotgun.iqm")  )

◆ MODEL() [4/4]

MODEL ( SHOTGUN_WORLD ,
W_Model("v_shotgun.md3")  )

◆ REGISTER_WEAPON()

REGISTER_WEAPON ( SHOTGUN ,
NEW(Shotgun)  )

References NEW, and REGISTER_WEAPON.

◆ SOUND() [1/2]

SOUND ( SHOTGUN_FIRE ,
W_Sound("shotgun_fire")  )

◆ SOUND() [2/2]

SOUND ( SHOTGUN_MELEE ,
W_Sound("shotgun_melee")  )