3 CLASS(Vaporizer, Weapon)
4 /* ammotype */ ATTRIB(Vaporizer, ammo_type, int, RESOURCE_CELLS);
5 /* impulse */ ATTRIB(Vaporizer, impulse, int, 7);
6 /* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL);
7 /* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000);
8 /* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
9 /* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
11 /* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
13 /* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
14 /* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
15 /* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex");
16 /* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
17 /* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
18 /* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
20 #define X(BEGIN, P, END, class, prefix) \
22 P(class, prefix, ammo, float, PRI) \
23 P(class, prefix, animtime, float, PRI) \
24 P(class, prefix, damage, float, PRI) \
25 P(class, prefix, refire, float, PRI) \
26 P(class, prefix, ammo, float, SEC) \
27 P(class, prefix, animtime, float, SEC) \
28 P(class, prefix, damage, float, SEC) \
29 P(class, prefix, delay, float, SEC) \
30 P(class, prefix, edgedamage, float, SEC) \
31 P(class, prefix, force, float, SEC) \
32 P(class, prefix, lifetime, float, SEC) \
33 P(class, prefix, radius, float, SEC) \
34 P(class, prefix, refire, float, SEC) \
35 P(class, prefix, shotangle, float, SEC) \
36 P(class, prefix, speed, float, SEC) \
37 P(class, prefix, spread, float, SEC) \
38 P(class, prefix, reload_ammo, float, NONE) \
39 P(class, prefix, reload_time, float, NONE) \
40 P(class, prefix, switchdelay_raise, float, NONE) \
41 P(class, prefix, switchdelay_drop, float, NONE) \
42 P(class, prefix, weaponreplace, string, NONE) \
43 P(class, prefix, weaponstart, float, NONE) \
44 P(class, prefix, weaponstartoverride, float, NONE) \
45 P(class, prefix, weaponthrowable, float, NONE) \
47 W_PROPS(X, Vaporizer, vaporizer)
51 REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
55 .float vaporizer_lasthit;
57 .float jump_interval2;