4MODEL(SHOTGUN_MUZZLEFLASH,
"models/uziflash.md3");
32#define X(BEGIN, P, END, class, prefix) \
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) \
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float bot_pickupbasevalue
string m_canonical_spawnfunc
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)
string W_Sound(string w_snd)
#define SOUND(name, path)
#define W_PROPS(L, class, prefix)
#define REGISTER_WEAPON(id, inst)
const int WEP_FLAG_RELOADABLE
const int WEP_TYPE_HITSCAN
const int WEP_TYPE_MELEE_SEC
const int WEP_FLAG_NORMAL