CLASS(Electro, Weapon)
/* spawnfunc */ ATTRIB(Electro, m_canonical_spawnfunc, string, "weapon_electro");
-/* ammotype */ ATTRIB(Electro, ammo_type, int, RES_CELLS);
+/* ammotype */ ATTRIB(Electro, ammo_type, Resource, RES_CELLS);
/* impulse */ ATTRIB(Electro, impulse, int, 5);
/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000);
/* modelname */ ATTRIB(Electro, mdl, string, "electro");
#ifdef GAMEQC
/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
+/* flash mdl */ ATTRIB(Electro, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Electro, m_muzzleeffect, entity, EFFECT_ELECTRO_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
/* refname */ ATTRIB(Electro, netname, string, "electro");
/* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
+#define ORB_MINS '-5 -5 -5' // 0.8.5 used '-4 -4 -4' (before sv_legacy_bbox_expand 0)
+#define ORB_MAXS '5 5 5' // 0.8.5 used '4 4 4' (before sv_legacy_bbox_expand 0)
+#define BOLT_MINS '-1 -1 -4' // 0.8.5 used '0 0 -3' (before sv_legacy_bbox_expand 0)
+#define BOLT_MAXS '1 1 -2' // 0.8.5 used '0 0 -3' (before sv_legacy_bbox_expand 0)
+
#define X(BEGIN, P, END, class, prefix) \
BEGIN(class) \
P(class, prefix, ammo, float, BOTH) \
P(class, prefix, force, float, BOTH) \
P(class, prefix, health, float, SEC) \
P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, limit, float, SEC) \
+ P(class, prefix, midaircombo_enemy, bool, PRI) \
P(class, prefix, midaircombo_explode, float, PRI) \
P(class, prefix, midaircombo_interval, float, PRI) \
+ P(class, prefix, midaircombo_own, bool, PRI) \
P(class, prefix, midaircombo_radius, float, PRI) \
+ P(class, prefix, midaircombo_speed, float, PRI) \
+ P(class, prefix, midaircombo_teammate, float, PRI) \
P(class, prefix, radius, float, BOTH) \
P(class, prefix, refire2, float, SEC) \
P(class, prefix, refire, float, BOTH) \
P(class, prefix, speed_z, float, SEC) \
P(class, prefix, spread, float, BOTH) \
P(class, prefix, stick, float, SEC) \
+ P(class, prefix, stick_lifetime, float, SEC) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, touchexplode, float, SEC) \
SPAWNFUNC_WEAPON(weapon_electro, WEP_ELECTRO)
#ifdef SVQC
+IntrusiveList LimitedElectroBallRubbleList;
.float electro_count;
.float electro_secondarytime;
void W_Electro_ExplodeCombo(entity this);