3 CLASS(HeavyMachineGun, Weapon)
4 /* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails);
5 /* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3);
6 /* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
7 /* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, 10000);
8 /* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
9 /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
11 /* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
13 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
14 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
15 /* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
16 /* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
17 /* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, PRI) \
22 P(class, prefix, damage, float, PRI) \
23 P(class, prefix, force, float, PRI) \
24 P(class, prefix, refire, float, PRI) \
25 P(class, prefix, solidpenetration, float, PRI) \
26 P(class, prefix, spread_add, float, PRI) \
27 P(class, prefix, spread_max, float, PRI) \
28 P(class, prefix, spread_min, float, PRI) \
29 P(class, prefix, ammo, float, SEC) \
30 P(class, prefix, animtime, float, SEC) \
31 P(class, prefix, damage, float, SEC) \
32 P(class, prefix, delay, float, SEC) \
33 P(class, prefix, edgedamage, float, SEC) \
34 P(class, prefix, force, float, SEC) \
35 P(class, prefix, lifetime, float, SEC) \
36 P(class, prefix, radius, float, SEC) \
37 P(class, prefix, refire, float, SEC) \
38 P(class, prefix, refire_type, float, SEC) \
39 P(class, prefix, shotangle, float, SEC) \
40 P(class, prefix, speed, float, SEC) \
41 P(class, prefix, spread, float, SEC) \
42 P(class, prefix, reload_ammo, float, NONE) \
43 P(class, prefix, reload_time, float, NONE) \
44 P(class, prefix, switchdelay_drop, float, NONE) \
45 P(class, prefix, switchdelay_raise, float, NONE) \
46 P(class, prefix, weaponreplace, string, NONE) \
47 P(class, prefix, weaponstartoverride, float, NONE) \
48 P(class, prefix, weaponstart, float, NONE) \
49 P(class, prefix, weaponthrowable, float, NONE) \
51 W_PROPS(X, HeavyMachineGun, hmg)
54 ENDCLASS(HeavyMachineGun)
55 REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));