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

Go to the source code of this file.

Classes

class  MachineGun

Macros

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

Functions

 MODEL (MACHINEGUN_ITEM, W_Model("g_uzi.md3"))
 MODEL (MACHINEGUN_MUZZLEFLASH, "models/uziflash.md3")
 MODEL (MACHINEGUN_VIEW, W_Model("h_uzi.iqm"))
 MODEL (MACHINEGUN_WORLD, W_Model("v_uzi.md3"))
 REGISTER_WEAPON (MACHINEGUN, NEW(MachineGun))
 SOUND (MACHINEGUN_FIRE, W_Sound("uzi_fire"))

Macro Definition Documentation

◆ X

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

Definition at line 32 of file machinegun.qh.

32#define X(BEGIN, P, END, class, prefix) \
33 BEGIN(class) \
34 P(class, prefix, burst, float, NONE) \
35 P(class, prefix, burst_ammo, float, NONE) \
36 P(class, prefix, burst_animtime, float, NONE) \
37 P(class, prefix, burst_refire2, float, NONE) \
38 P(class, prefix, burst_refire, float, NONE) \
39 P(class, prefix, burst_spread, float, NONE) \
40 P(class, prefix, damagefalloff_forcehalflife, float, NONE) \
41 P(class, prefix, damagefalloff_halflife, float, NONE) \
42 P(class, prefix, damagefalloff_maxdist, float, NONE) \
43 P(class, prefix, damagefalloff_mindist, float, NONE) \
44 P(class, prefix, first, float, NONE) \
45 P(class, prefix, first_ammo, float, NONE) \
46 P(class, prefix, first_damage, float, NONE) \
47 P(class, prefix, first_force, float, NONE) \
48 P(class, prefix, first_refire, float, NONE) \
49 P(class, prefix, first_spread, float, NONE) \
50 P(class, prefix, mode, float, NONE) \
51 P(class, prefix, pickup_ammo, float, NONE) \
52 P(class, prefix, reload_ammo, float, NONE) \
53 P(class, prefix, reload_time, float, NONE) \
54 P(class, prefix, solidpenetration, float, NONE) \
55 P(class, prefix, spread_add, float, NONE) \
56 P(class, prefix, spread_crouchmod, float, NONE) \
57 P(class, prefix, spread_decay, float, NONE) \
58 P(class, prefix, spread_max, float, NONE) \
59 P(class, prefix, spread_min, float, NONE) \
60 P(class, prefix, spread_cold_damagemultiplier, float, NONE) \
61 P(class, prefix, spread_heat_damagemultiplier, float, NONE) \
62 P(class, prefix, sustained_ammo, float, NONE) \
63 P(class, prefix, sustained_damage, float, NONE) \
64 P(class, prefix, sustained_force, float, NONE) \
65 P(class, prefix, sustained_refire, float, NONE) \
66 P(class, prefix, sustained_spread, float, NONE) \
67 P(class, prefix, switchdelay_drop, float, NONE) \
68 P(class, prefix, switchdelay_raise, float, NONE) \
69 P(class, prefix, weaponreplace, string,NONE) \
70 P(class, prefix, weaponstartoverride, float, NONE) \
71 P(class, prefix, weaponstart, float, NONE) \
72 P(class, prefix, weaponthrowable, float, NONE) \
73 END()

Function Documentation

◆ MODEL() [1/4]

MODEL ( MACHINEGUN_ITEM ,
W_Model("g_uzi.md3")  )

◆ MODEL() [2/4]

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

◆ MODEL() [3/4]

MODEL ( MACHINEGUN_VIEW ,
W_Model("h_uzi.iqm")  )

◆ MODEL() [4/4]

MODEL ( MACHINEGUN_WORLD ,
W_Model("v_uzi.md3")  )

◆ REGISTER_WEAPON()

REGISTER_WEAPON ( MACHINEGUN ,
NEW(MachineGun)  )

◆ SOUND()

SOUND ( MACHINEGUN_FIRE ,
W_Sound("uzi_fire")  )