/* fullname */ _("Shockwave")
);
-#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_forwardbias) \
- /*w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_velocitybias)*/ \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_zscale) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_velocitybias) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_zscale) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_radius) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force_forwardbias) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_radius) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_max) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_animtime) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_delay) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_multihit) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_no_doubleslap) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_nonplayerdamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_range) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_refire) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_side) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_up) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_time) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_traces) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_ammo) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_animtime) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bulletconstant) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bullets) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_refire) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_speed) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_spread) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, primary) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, secondary) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, reloading_time, reload_time) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, switchdelay_drop, switchdelay_drop)
+#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
+#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_NONE, blast_damage) \
+ w_cvar(id, sn, MO_NONE, blast_distance) \
+ w_cvar(id, sn, MO_NONE, blast_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_force) \
+ w_cvar(id, sn, MO_NONE, blast_force_forwardbias) \
+ /*w_cvar(id, sn, MO_NONE, blast_force_velocitybias)*/ \
+ w_cvar(id, sn, MO_NONE, blast_force_zscale) \
+ w_cvar(id, sn, MO_NONE, blast_jump_damage) \
+ w_cvar(id, sn, MO_NONE, blast_jump_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force_velocitybias) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force_zscale) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_jump_radius) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_splash_damage) \
+ w_cvar(id, sn, MO_NONE, blast_splash_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_splash_force) \
+ w_cvar(id, sn, MO_NONE, blast_splash_force_forwardbias) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_splash_radius) \
+ w_cvar(id, sn, MO_NONE, blast_spread_max) \
+ w_cvar(id, sn, MO_NONE, blast_spread_min) \
+ w_cvar(id, sn, MO_NONE, melee_animtime) \
+ w_cvar(id, sn, MO_NONE, melee_damage) \
+ w_cvar(id, sn, MO_NONE, melee_delay) \
+ w_cvar(id, sn, MO_NONE, melee_force) \
+ w_cvar(id, sn, MO_NONE, melee_multihit) \
+ w_cvar(id, sn, MO_NONE, melee_no_doubleslap) \
+ w_cvar(id, sn, MO_NONE, melee_nonplayerdamage) \
+ w_cvar(id, sn, MO_NONE, melee_range) \
+ w_cvar(id, sn, MO_NONE, melee_refire) \
+ w_cvar(id, sn, MO_NONE, melee_swing_side) \
+ w_cvar(id, sn, MO_NONE, melee_swing_up) \
+ w_cvar(id, sn, MO_NONE, melee_time) \
+ w_cvar(id, sn, MO_NONE, melee_traces) \
+ w_cvar(id, sn, MO_NONE, pellets_ammo) \
+ w_cvar(id, sn, MO_NONE, pellets_animtime) \
+ w_cvar(id, sn, MO_NONE, pellets_bulletconstant) \
+ w_cvar(id, sn, MO_NONE, pellets_bullets) \
+ w_cvar(id, sn, MO_NONE, pellets_damage) \
+ w_cvar(id, sn, MO_NONE, pellets_force) \
+ w_cvar(id, sn, MO_NONE, pellets_refire) \
+ w_cvar(id, sn, MO_NONE, pellets_speed) \
+ w_cvar(id, sn, MO_NONE, pellets_spread) \
+ w_cvar(id, sn, MO_NONE, primary) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ 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)
#ifdef SVQC
SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)