3 CLASS(Shockwave, Weapon)
4 /* spawnfunc */ ATTRIB(Shockwave, m_canonical_spawnfunc, string, "weapon_shockwave");
5 /* ammotype */ //ATTRIB(Shockwave, ammo_type, int, RESOURCE_NONE);
6 /* impulse */ ATTRIB(Shockwave, impulse, int, 2);
7 /* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
8 /* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, 3000);
9 /* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
10 /* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
12 /* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
14 /* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
15 /* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
16 /* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
17 /* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
18 /* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
20 #define X(BEGIN, P, END, class, prefix) \
22 P(class, prefix, blast_animtime, float, NONE) \
23 P(class, prefix, blast_damage, float, NONE) \
24 P(class, prefix, blast_distance, float, NONE) \
25 P(class, prefix, blast_edgedamage, float, NONE) \
26 P(class, prefix, blast_force, float, NONE) \
27 P(class, prefix, blast_force_forwardbias, float, NONE) \
28 P(class, prefix, blast_force_zscale, float, NONE) \
29 P(class, prefix, blast_jump_damage, float, NONE) \
30 P(class, prefix, blast_jump_edgedamage, float, NONE) \
31 P(class, prefix, blast_jump_force, float, NONE) \
32 P(class, prefix, blast_jump_force_velocitybias, float, NONE) \
33 P(class, prefix, blast_jump_force_zscale, float, NONE) \
34 P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \
35 P(class, prefix, blast_jump_multiplier_distance, float, NONE) \
36 P(class, prefix, blast_jump_multiplier_min, float, NONE) \
37 P(class, prefix, blast_jump_radius, float, NONE) \
38 P(class, prefix, blast_multiplier_accuracy, float, NONE) \
39 P(class, prefix, blast_multiplier_distance, float, NONE) \
40 P(class, prefix, blast_multiplier_min, float, NONE) \
41 P(class, prefix, blast_refire, float, NONE) \
42 P(class, prefix, blast_splash_damage, float, NONE) \
43 P(class, prefix, blast_splash_edgedamage, float, NONE) \
44 P(class, prefix, blast_splash_force, float, NONE) \
45 P(class, prefix, blast_splash_force_forwardbias, float, NONE) \
46 P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \
47 P(class, prefix, blast_splash_multiplier_distance, float, NONE) \
48 P(class, prefix, blast_splash_multiplier_min, float, NONE) \
49 P(class, prefix, blast_splash_radius, float, NONE) \
50 P(class, prefix, blast_spread_max, float, NONE) \
51 P(class, prefix, blast_spread_min, float, NONE) \
52 P(class, prefix, melee_animtime, float, NONE) \
53 P(class, prefix, melee_damage, float, NONE) \
54 P(class, prefix, melee_delay, float, NONE) \
55 P(class, prefix, melee_force, float, NONE) \
56 P(class, prefix, melee_multihit, float, NONE) \
57 P(class, prefix, melee_no_doubleslap, float, NONE) \
58 P(class, prefix, melee_nonplayerdamage, float, NONE) \
59 P(class, prefix, melee_range, float, NONE) \
60 P(class, prefix, melee_refire, float, NONE) \
61 P(class, prefix, melee_swing_side, float, NONE) \
62 P(class, prefix, melee_swing_up, float, NONE) \
63 P(class, prefix, melee_time, float, NONE) \
64 P(class, prefix, melee_traces, float, NONE) \
65 P(class, prefix, switchdelay_raise, float, NONE) \
66 P(class, prefix, switchdelay_drop, float, NONE) \
67 P(class, prefix, weaponreplace, string, NONE) \
68 P(class, prefix, weaponstart, float, NONE) \
69 P(class, prefix, weaponstartoverride, float, NONE) \
70 P(class, prefix, weaponthrowable, float, NONE) \
72 W_PROPS(X, Shockwave, shockwave)
76 REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave));
78 SPAWNFUNC_WEAPON(weapon_shockwave, WEP_SHOCKWAVE)
81 void Net_ReadShockwaveParticle();