3 CLASS(Fireball, Weapon)
4 /* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none);
5 /* impulse */ ATTRIB(Fireball, impulse, int, 9);
6 /* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
7 /* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
8 /* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
9 /* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
11 /* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
13 /* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
14 /* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
15 /* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
16 /* refname */ ATTRIB(Fireball, netname, string, "fireball");
17 /* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, bfgdamage, float, PRI) \
23 P(class, prefix, bfgforce, float, PRI) \
24 P(class, prefix, bfgradius, float, PRI) \
25 P(class, prefix, damageforcescale, float, BOTH) \
26 P(class, prefix, damagetime, float, SEC) \
27 P(class, prefix, damage, float, BOTH) \
28 P(class, prefix, edgedamage, float, PRI) \
29 P(class, prefix, force, float, PRI) \
30 P(class, prefix, health, float, PRI) \
31 P(class, prefix, laserburntime, float, BOTH) \
32 P(class, prefix, laserdamage, float, BOTH) \
33 P(class, prefix, laseredgedamage, float, BOTH) \
34 P(class, prefix, laserradius, float, BOTH) \
35 P(class, prefix, lifetime, float, BOTH) \
36 P(class, prefix, radius, float, PRI) \
37 P(class, prefix, refire2, float, PRI) \
38 P(class, prefix, refire, float, BOTH) \
39 P(class, prefix, speed, float, BOTH) \
40 P(class, prefix, speed_up, float, SEC) \
41 P(class, prefix, speed_z, float, SEC) \
42 P(class, prefix, spread, float, BOTH) \
43 P(class, prefix, switchdelay_drop, float, NONE) \
44 P(class, prefix, switchdelay_raise, float, NONE) \
45 P(class, prefix, weaponreplace, string,NONE) \
46 P(class, prefix, weaponstartoverride, float, NONE) \
47 P(class, prefix, weaponstart, float, NONE) \
48 P(class, prefix, weaponthrowable, float, NONE) \
50 W_PROPS(X, Fireball, fireball)
54 REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
57 .float bot_primary_fireballmooth; // whatever a mooth is
58 .vector fireball_impactvec;
59 .float fireball_primarytime;