-REGISTER_WEAPON(
-/* WEP_##id */ ARC,
-/* function */ W_Arc,
-/* ammotype */ ammo_cells,
-/* impulse */ 3,
-/* flags */ WEP_FLAG_NORMAL,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* color */ '1 1 1',
-/* modelname */ "arc",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.7",
-/* wepimg */ "weaponarc",
-/* refname */ "arc",
-/* wepname */ _("Arc")
-);
-
-#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
-#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, beam_ammo) \
- w_cvar(id, sn, NONE, beam_animtime) \
- w_cvar(id, sn, NONE, beam_botaimspeed) \
- w_cvar(id, sn, NONE, beam_botaimlifetime) \
- w_cvar(id, sn, NONE, beam_damage) \
- w_cvar(id, sn, NONE, beam_degreespersegment) \
- w_cvar(id, sn, NONE, beam_distancepersegment) \
- w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
- w_cvar(id, sn, NONE, beam_falloff_maxdist) \
- w_cvar(id, sn, NONE, beam_falloff_mindist) \
- w_cvar(id, sn, NONE, beam_force) \
- w_cvar(id, sn, NONE, beam_healing_amax) \
- w_cvar(id, sn, NONE, beam_healing_aps) \
- w_cvar(id, sn, NONE, beam_healing_hmax) \
- w_cvar(id, sn, NONE, beam_healing_hps) \
- w_cvar(id, sn, NONE, beam_maxangle) \
- w_cvar(id, sn, NONE, beam_nonplayerdamage) \
- w_cvar(id, sn, NONE, beam_range) \
- w_cvar(id, sn, NONE, beam_refire) \
- w_cvar(id, sn, NONE, beam_returnspeed) \
- w_cvar(id, sn, NONE, beam_tightness) \
- w_cvar(id, sn, NONE, burst_ammo) \
- w_cvar(id, sn, NONE, burst_damage) \
- w_cvar(id, sn, NONE, burst_healing_aps) \
- w_cvar(id, sn, NONE, burst_healing_hps) \
- w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
- w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
- w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
- w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
- w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
- 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)
+CLASS(Arc, Weapon)
+/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
+/* impulse */ ATTRIB(Arc, impulse, int, 3)
+/* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
+/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
+/* modelname */ ATTRIB(Arc, mdl, string, "arc");
+#ifndef MENUQC
+/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+#endif
+/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
+/* refname */ ATTRIB(Arc, netname, string, "arc");
+/* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, bolt, float, NONE) \
+ P(class, prefix, bolt_ammo, float, NONE) \
+ P(class, prefix, bolt_damageforcescale, float, NONE) \
+ P(class, prefix, bolt_damage, float, NONE) \
+ P(class, prefix, bolt_edgedamage, float, NONE) \
+ P(class, prefix, bolt_force, float, NONE) \
+ P(class, prefix, bolt_health, float, NONE) \
+ P(class, prefix, bolt_lifetime, float, NONE) \
+ P(class, prefix, bolt_radius, float, NONE) \
+ P(class, prefix, bolt_refire, float, NONE) \
+ P(class, prefix, bolt_speed, float, NONE) \
+ P(class, prefix, bolt_spread, float, NONE) \
+ P(class, prefix, beam_ammo, float, NONE) \
+ P(class, prefix, beam_animtime, float, NONE) \
+ P(class, prefix, beam_botaimlifetime, float, NONE) \
+ P(class, prefix, beam_botaimspeed, float, NONE) \
+ P(class, prefix, beam_damage, float, NONE) \
+ P(class, prefix, beam_degreespersegment, float, NONE) \
+ P(class, prefix, beam_distancepersegment, float, NONE) \
+ P(class, prefix, beam_falloff_halflifedist, float, NONE) \
+ P(class, prefix, beam_falloff_maxdist, float, NONE) \
+ P(class, prefix, beam_falloff_mindist, float, NONE) \
+ P(class, prefix, beam_force, float, NONE) \
+ P(class, prefix, beam_healing_amax, float, NONE) \
+ P(class, prefix, beam_healing_aps, float, NONE) \
+ P(class, prefix, beam_healing_hmax, float, NONE) \
+ P(class, prefix, beam_healing_hps, float, NONE) \
+ P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
+ P(class, prefix, beam_maxangle, float, NONE) \
+ P(class, prefix, beam_nonplayerdamage, float, NONE) \
+ P(class, prefix, beam_range, float, NONE) \
+ P(class, prefix, beam_refire, float, NONE) \
+ P(class, prefix, beam_returnspeed, float, NONE) \
+ P(class, prefix, beam_tightness, float, NONE) \
+ P(class, prefix, burst_ammo, float, NONE) \
+ P(class, prefix, burst_damage, float, NONE) \
+ P(class, prefix, burst_healing_aps, float, NONE) \
+ P(class, prefix, burst_healing_hps, float, NONE) \
+ P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
+ P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
+ P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
+ P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
+ P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Arc, arc)
+#undef X
+
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, arc, NEW(Arc));
+