4MODEL(VORTEX_MUZZLEFLASH,
"models/nexflash.md3");
35#define X(BEGIN, P, END, class, prefix) \
37 P(class, prefix, ammo, float, BOTH) \
38 P(class, prefix, animtime, float, BOTH) \
39 P(class, prefix, armorpierce, float, BOTH) \
40 P(class, prefix, chargepool, float, SEC) \
41 P(class, prefix, chargepool_pause_regen, float, SEC) \
42 P(class, prefix, chargepool_regen, float, SEC) \
43 P(class, prefix, charge, float, NONE) \
44 P(class, prefix, charge_always, float, NONE) \
45 P(class, prefix, charge_animlimit, float, NONE) \
46 P(class, prefix, charge_limit, float, NONE) \
47 P(class, prefix, charge_maxspeed, float, NONE) \
48 P(class, prefix, charge_mindmg, float, NONE) \
49 P(class, prefix, charge_minspeed, float, NONE) \
50 P(class, prefix, charge_rate, float, NONE) \
51 P(class, prefix, charge_rot_pause, float, NONE) \
52 P(class, prefix, charge_rot_rate, float, NONE) \
53 P(class, prefix, charge_shot_multiplier, float, NONE) \
54 P(class, prefix, charge_start, float, NONE) \
55 P(class, prefix, charge_velocity_rate, float, NONE) \
56 P(class, prefix, damage, float, BOTH) \
57 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
58 P(class, prefix, damagefalloff_halflife, float, BOTH) \
59 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
60 P(class, prefix, damagefalloff_mindist, float, BOTH) \
61 P(class, prefix, force, float, BOTH) \
62 P(class, prefix, pickup_ammo, float, NONE) \
63 P(class, prefix, refire, float, BOTH) \
64 P(class, prefix, reload_ammo, float, NONE) \
65 P(class, prefix, reload_time, float, NONE) \
66 P(class, prefix, secondary, float, NONE) \
67 P(class, prefix, switchdelay_raise, float, NONE) \
68 P(class, prefix, switchdelay_drop, float, NONE) \
69 P(class, prefix, weaponreplace, string, NONE) \
70 P(class, prefix, weaponstart, float, NONE) \
71 P(class, prefix, weaponstartoverride, float, NONE) \
72 P(class, prefix, weaponthrowable, float, NONE) \
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string m_canonical_spawnfunc
string m_deprecated_netname
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)
string W_Sound(string w_snd)
#define SOUND(name, path)
float vortex_charge_rottime
void W_Vortex_Charge(entity actor,.entity weaponentity, float dt)
bool autocvar_cl_particles_oldvortexbeam
#define W_PROPS(L, class, prefix)
#define REGISTER_WEAPON(id, inst)
const int WEP_FLAG_RELOADABLE
const int WEP_TYPE_HITSCAN
#define SPAWNFUNC_WEAPON(name, weapon)
const int WEP_FLAG_NORMAL