4 /* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none);
5 /* impulse */ ATTRIB(Blaster, impulse, int, 1);
6 /* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
7 /* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
8 /* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
9 /* modelname */ ATTRIB(Blaster, mdl, string, "laser");
11 /* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
13 /* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
14 /* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
15 /* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
16 /* refname */ ATTRIB(Blaster, netname, string, "blaster");
17 /* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, damage, float, BOTH) \
23 P(class, prefix, delay, float, BOTH) \
24 P(class, prefix, edgedamage, float, BOTH) \
25 P(class, prefix, force, float, BOTH) \
26 P(class, prefix, force_zscale, float, BOTH) \
27 P(class, prefix, lifetime, float, BOTH) \
28 P(class, prefix, radius, float, BOTH) \
29 P(class, prefix, refire, float, BOTH) \
30 P(class, prefix, secondary, float, NONE) \
31 P(class, prefix, shotangle, float, BOTH) \
32 P(class, prefix, speed, float, BOTH) \
33 P(class, prefix, spread, float, BOTH) \
34 P(class, prefix, switchdelay_drop, float, NONE) \
35 P(class, prefix, switchdelay_raise, float, NONE) \
36 P(class, prefix, weaponreplace, string, NONE) \
37 P(class, prefix, weaponstartoverride, float, NONE) \
38 P(class, prefix, weaponstart, float, NONE) \
39 P(class, prefix, weaponthrowable, float, NONE) \
41 W_PROPS(X, Blaster, blaster)
45 REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
48 .float blaster_damage;
49 .float blaster_edgedamage;
50 .float blaster_radius;
52 .float blaster_lifetime;