3 CLASS(Vaporizer, Weapon)
4 /* spawnfunc */ ATTRIB(Vaporizer, m_canonical_spawnfunc, string, "weapon_vaporizer");
5 /* ammotype */ ATTRIB(Vaporizer, ammo_type, Resource, RES_CELLS);
6 /* impulse */ ATTRIB(Vaporizer, impulse, int, 7);
7 /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL);
8 /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000);
9 /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
10 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
12 /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
13 /* flash mdl */ ATTRIB(Vaporizer, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Vaporizer, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
16 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
17 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
18 /* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex");
19 /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
20 /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
21 /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
22 /* legacy */ ATTRIB(Vaporizer, m_deprecated_netname, string, "minstanex");
24 #define RM_MINS '-1 -1 -4' // 0.8.5 used '0 0 -3' (before sv_legacy_bbox_expand 0)
25 #define RM_MAXS '1 1 -2' // 0.8.5 used '0 0 -3' (before sv_legacy_bbox_expand 0)
27 #define X(BEGIN, P, END, class, prefix) \
29 P(class, prefix, ammo, float, PRI) \
30 P(class, prefix, animtime, float, PRI) \
31 P(class, prefix, damage, float, PRI) \
32 P(class, prefix, force, float, PRI) \
33 P(class, prefix, refire, 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, force_zscale, float, SEC) \
41 P(class, prefix, lifetime, float, SEC) \
42 P(class, prefix, radius, float, SEC) \
43 P(class, prefix, refire, 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_raise, float, NONE) \
50 P(class, prefix, switchdelay_drop, float, NONE) \
51 P(class, prefix, weaponreplace, string, NONE) \
52 P(class, prefix, weaponstart, float, NONE) \
53 P(class, prefix, weaponstartoverride, float, NONE) \
54 P(class, prefix, weaponthrowable, float, NONE) \
56 W_PROPS(X, Vaporizer, vaporizer)
60 REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
62 SPAWNFUNC_WEAPON(weapon_vaporizer, WEP_VAPORIZER)
63 SPAWNFUNC_WEAPON(weapon_minstanex, WEP_VAPORIZER)
66 .float vaporizer_lasthit;
68 .float jump_interval2;