-#define ELECTRO_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, animtime) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, spread) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
- w_cvar(WEP_ELECTRO, electro, MO_PRI, comboradius) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncefactor) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncestop) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
- w_prop(WEP_ELECTRO, electro, reloading_ammo, reload_ammo) \
- w_prop(WEP_ELECTRO, electro, reloading_time, reload_time) \
- w_prop(WEP_ELECTRO, electro, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_ELECTRO, electro, switchdelay_drop, switchdelay_drop)
+#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, ELECTRO, electro)
+#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, PRI, comboradius) \
+ w_cvar(id, sn, PRI, midaircombo_explode) \
+ w_cvar(id, sn, PRI, midaircombo_interval) \
+ w_cvar(id, sn, PRI, midaircombo_radius) \
+ w_cvar(id, sn, SEC, bouncefactor) \
+ w_cvar(id, sn, SEC, bouncestop) \
+ w_cvar(id, sn, SEC, count) \
+ w_cvar(id, sn, SEC, damageforcescale) \
+ w_cvar(id, sn, SEC, damagedbycontents) \
+ w_cvar(id, sn, SEC, health) \
+ w_cvar(id, sn, SEC, refire2) \
+ w_cvar(id, sn, SEC, speed_up) \
+ w_cvar(id, sn, SEC, speed_z) \
+ w_cvar(id, sn, SEC, touchexplode) \
+ w_cvar(id, sn, NONE, combo_comboradius) \
+ w_cvar(id, sn, NONE, combo_comboradius_thruwall) \
+ w_cvar(id, sn, NONE, combo_damage) \
+ w_cvar(id, sn, NONE, combo_edgedamage) \
+ w_cvar(id, sn, NONE, combo_force) \
+ w_cvar(id, sn, NONE, combo_radius) \
+ w_cvar(id, sn, NONE, combo_speed) \
+ w_cvar(id, sn, NONE, combo_safeammocheck) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)