3 CLASS(RocketPropelledChainsaw, Weapon)
4 /* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_type, int, RESOURCE_ROCKETS);
5 /* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 9);
6 /* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
7 /* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, 10000);
8 /* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
9 /* modelname */ ATTRIB(RocketPropelledChainsaw, mdl, string, "ok_rl");
11 /* model */ ATTRIB(RocketPropelledChainsaw, m_model, Model, MDL_RPC_ITEM);
13 /* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair, string, "gfx/crosshairrocketlauncher");
14 /* crosshair */ ATTRIB(RocketPropelledChainsaw, w_crosshair_size, float, 0.6);
15 /* wepimg */ ATTRIB(RocketPropelledChainsaw, model2, string, "weaponrpc");
16 /* refname */ ATTRIB(RocketPropelledChainsaw, netname, string, "rpc");
17 /* wepname */ ATTRIB(RocketPropelledChainsaw, m_name, string, _("Rocket Propelled Chainsaw"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, PRI) \
22 P(class, prefix, animtime, float, PRI) \
23 P(class, prefix, damage, float, PRI) \
24 P(class, prefix, damage2, float, PRI) \
25 P(class, prefix, damageforcescale, float, PRI) \
26 P(class, prefix, edgedamage, float, PRI) \
27 P(class, prefix, force, float, PRI) \
28 P(class, prefix, health, float, PRI) \
29 P(class, prefix, lifetime, float, PRI) \
30 P(class, prefix, radius, float, PRI) \
31 P(class, prefix, refire, float, PRI) \
32 P(class, prefix, speedaccel, float, PRI) \
33 P(class, prefix, speed, float, PRI) \
34 P(class, prefix, ammo, float, SEC) \
35 P(class, prefix, animtime, float, SEC) \
36 P(class, prefix, damage, float, SEC) \
37 P(class, prefix, delay, float, SEC) \
38 P(class, prefix, edgedamage, float, SEC) \
39 P(class, prefix, force, float, SEC) \
40 P(class, prefix, lifetime, float, SEC) \
41 P(class, prefix, radius, float, SEC) \
42 P(class, prefix, refire, float, SEC) \
43 P(class, prefix, refire_type, float, SEC) \
44 P(class, prefix, shotangle, float, SEC) \
45 P(class, prefix, speed, float, SEC) \
46 P(class, prefix, spread, float, SEC) \
47 P(class, prefix, reload_ammo, float, NONE) \
48 P(class, prefix, reload_time, float, NONE) \
49 P(class, prefix, switchdelay_drop, float, NONE) \
50 P(class, prefix, switchdelay_raise, float, NONE) \
51 P(class, prefix, weaponreplace, string, NONE) \
52 P(class, prefix, weaponstartoverride, float, NONE) \
53 P(class, prefix, weaponstart, float, NONE) \
54 P(class, prefix, weaponthrowable, float, NONE) \
56 W_PROPS(X, RocketPropelledChainsaw, rpc)
59 ENDCLASS(RocketPropelledChainsaw)
60 REGISTER_WEAPON(RPC, rpc, NEW(RocketPropelledChainsaw));
63 spawnfunc(weapon_rpc);