Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
machinegun.qh
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1#pragma once
2
3#ifdef GAMEQC
4MODEL(MACHINEGUN_MUZZLEFLASH, "models/uziflash.md3");
5MODEL(MACHINEGUN_VIEW, W_Model("h_uzi.iqm"));
6MODEL(MACHINEGUN_WORLD, W_Model("v_uzi.md3"));
7MODEL(MACHINEGUN_ITEM, W_Model("g_uzi.md3"));
8
9SOUND(MACHINEGUN_FIRE, W_Sound("uzi_fire"));
10#endif
11
13#ifdef SVQC
14/* spawnfunc */ ATTRIB(MachineGun, m_canonical_spawnfunc, string, "weapon_machinegun");
15/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000);
16#endif
17/* ammotype */ ATTRIB(MachineGun, ammo_type, Resource, RES_BULLETS);
18/* impulse */ ATTRIB(MachineGun, impulse, int, 3);
20/* color */ ATTRIB(MachineGun, m_color, vector, '0.678 0.886 0.267');
21#ifdef GAMEQC
22/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
23/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
24/* flash mdl */ ATTRIB(MachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
25/* flash eff */ ATTRIB(MachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
26#endif
27#ifdef CSQC
28/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
29/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
30#endif
31/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
32/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
33/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
34/* legacy */ ATTRIB(MachineGun, m_deprecated_netname, string, "uzi");
35
36#define X(BEGIN, P, END, class, prefix) \
37 BEGIN(class) \
38 P(class, prefix, burst, float, NONE) \
39 P(class, prefix, burst_ammo, float, NONE) \
40 P(class, prefix, burst_animtime, float, NONE) \
41 P(class, prefix, burst_refire2, float, NONE) \
42 P(class, prefix, burst_refire, float, NONE) \
43 P(class, prefix, burst_spread, float, NONE) \
44 P(class, prefix, damagefalloff_forcehalflife, float, NONE) \
45 P(class, prefix, damagefalloff_halflife, float, NONE) \
46 P(class, prefix, damagefalloff_maxdist, float, NONE) \
47 P(class, prefix, damagefalloff_mindist, float, NONE) \
48 P(class, prefix, first, float, NONE) \
49 P(class, prefix, first_ammo, float, NONE) \
50 P(class, prefix, first_damage, float, NONE) \
51 P(class, prefix, first_force, float, NONE) \
52 P(class, prefix, first_refire, float, NONE) \
53 P(class, prefix, first_spread, float, NONE) \
54 P(class, prefix, mode, float, NONE) \
55 P(class, prefix, pickup_ammo, float, NONE) \
56 P(class, prefix, reload_ammo, float, NONE) \
57 P(class, prefix, reload_time, float, NONE) \
58 P(class, prefix, solidpenetration, float, NONE) \
59 P(class, prefix, spread_add, float, NONE) \
60 P(class, prefix, spread_crouchmod, float, NONE) \
61 P(class, prefix, spread_decay, float, NONE) \
62 P(class, prefix, spread_max, float, NONE) \
63 P(class, prefix, spread_min, float, NONE) \
64 P(class, prefix, spread_cold_damagemultiplier, float, NONE) \
65 P(class, prefix, spread_heat_damagemultiplier, float, NONE) \
66 P(class, prefix, sustained_ammo, float, NONE) \
67 P(class, prefix, sustained_damage, float, NONE) \
68 P(class, prefix, sustained_force, float, NONE) \
69 P(class, prefix, sustained_refire, float, NONE) \
70 P(class, prefix, sustained_spread, float, NONE) \
71 P(class, prefix, switchdelay_drop, float, NONE) \
72 P(class, prefix, switchdelay_raise, float, NONE) \
73 P(class, prefix, weaponreplace, string, NONE) \
74 P(class, prefix, weaponstartoverride, float, NONE) \
75 P(class, prefix, weaponstart, float, NONE) \
76 P(class, prefix, weaponthrowable, float, NONE) \
77 END()
78 W_PROPS(X, MachineGun, machinegun)
79#undef X
80
83
84SPAWNFUNC_WEAPON(weapon_uzi, WEP_MACHINEGUN) // Nexuiz compat
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Resource ammo_type
Definition machinegun.qh:17
string m_name
Definition machinegun.qh:33
string m_deprecated_netname
Definition machinegun.qh:34
entity m_muzzleeffect
Definition machinegun.qh:25
Model m_muzzlemodel
Definition machinegun.qh:24
float w_crosshair_size
Definition machinegun.qh:29
string netname
Definition machinegun.qh:32
Model m_model
Definition machinegun.qh:23
string model2
Definition machinegun.qh:31
string m_canonical_spawnfunc
Definition machinegun.qh:14
vector m_color
Definition machinegun.qh:20
float bot_pickupbasevalue
Definition machinegun.qh:15
string mdl
Definition machinegun.qh:22
string w_crosshair
Definition machinegun.qh:28
Definition model.qh:3
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
#define X()
string W_Model(string w_mdl)
Definition all.qc:233
#define MODEL(name, path)
Definition all.qh:8
#define NEW(cname,...)
Definition oo.qh:117
#define CLASS(...)
Definition oo.qh:145
#define ENDCLASS(cname)
Definition oo.qh:281
#define ATTRIB(...)
Definition oo.qh:148
vector
Definition self.qh:92
string W_Sound(string w_snd)
Definition all.qc:226
#define SOUND(name, path)
Definition all.qh:30
#define W_PROPS(L, class, prefix)
Definition all.qh:188
#define REGISTER_WEAPON(id, inst)
Definition all.qh:136
const int WEP_FLAG_RELOADABLE
Definition weapon.qh:259
const int WEP_TYPE_HITSCAN
Definition weapon.qh:255
const int WEP_FLAG_BLEED
Definition weapon.qh:267
#define SPAWNFUNC_WEAPON(name, weapon)
Definition weapon.qh:191
const int WEP_FLAG_PENETRATEWALLS
Definition weapon.qh:266
const int WEP_FLAG_NORMAL
Definition weapon.qh:257