+/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, NONE) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, damageforcescale, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, detonatedelay, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, health, float, NONE) \
+ P(class, prefix, lifetime, float, NONE) \
+ P(class, prefix, lifetime_countdown, float, NONE) \
+ P(class, prefix, limit, float, NONE) \
+ P(class, prefix, protection, float, NONE) \
+ P(class, prefix, proximityradius, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_damage, float, NONE) \
+ P(class, prefix, remote_edgedamage, float, NONE) \
+ P(class, prefix, remote_force, float, NONE) \
+ P(class, prefix, remote_radius, float, NONE) \
+ P(class, prefix, speed, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, time, 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, MineLayer, minelayer)
+#undef X