3 CLASS(OverkillMachineGun, Weapon)
4 /* spawnfunc */ ATTRIB(OverkillMachineGun, m_canonical_spawnfunc, string, "weapon_okmachinegun");
5 /* ammotype */ ATTRIB(OverkillMachineGun, ammo_type, int, RES_BULLETS);
6 /* impulse */ ATTRIB(OverkillMachineGun, impulse, int, 3);
7 /* flags */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS | WEP_FLAG_MUTATORBLOCKED);
8 /* rating */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
9 /* color */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
10 /* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
12 /* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
13 /* flash mdl */ ATTRIB(OverkillMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
14 /* flash eff */ ATTRIB(OverkillMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
16 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
17 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
18 /* wepimg */ ATTRIB(OverkillMachineGun, model2, string, "ok_weapon_smg");
19 /* refname */ ATTRIB(OverkillMachineGun, netname, string, "okmachinegun");
20 /* wepname */ ATTRIB(OverkillMachineGun, m_name, string, _("Overkill MachineGun"));
22 #define X(BEGIN, P, END, class, prefix) \
24 P(class, prefix, ammo, float, PRI) \
25 P(class, prefix, damage, float, PRI) \
26 P(class, prefix, force, float, PRI) \
27 P(class, prefix, refire, float, PRI) \
28 P(class, prefix, solidpenetration, float, PRI) \
29 P(class, prefix, spread_add, float, PRI) \
30 P(class, prefix, spread_max, float, PRI) \
31 P(class, prefix, spread_min, float, PRI) \
32 P(class, prefix, animtime, float, SEC) \
33 P(class, prefix, damage, float, SEC) \
34 P(class, prefix, delay, float, SEC) \
35 P(class, prefix, edgedamage, float, SEC) \
36 P(class, prefix, force, float, SEC) \
37 P(class, prefix, force_zscale, float, SEC) \
38 P(class, prefix, lifetime, float, SEC) \
39 P(class, prefix, radius, float, SEC) \
40 P(class, prefix, refire, float, SEC) \
41 P(class, prefix, refire_type, float, SEC) \
42 P(class, prefix, shotangle, float, SEC) \
43 P(class, prefix, speed, float, SEC) \
44 P(class, prefix, spread, float, SEC) \
45 P(class, prefix, reload_ammo, float, NONE) \
46 P(class, prefix, reload_time, float, NONE) \
47 P(class, prefix, switchdelay_drop, float, NONE) \
48 P(class, prefix, switchdelay_raise, float, NONE) \
49 P(class, prefix, weaponreplace, string, NONE) \
50 P(class, prefix, weaponstartoverride, float, NONE) \
51 P(class, prefix, weaponstart, float, NONE) \
52 P(class, prefix, weaponthrowable, float, NONE) \
54 W_PROPS(X, OverkillMachineGun, okmachinegun)
57 ENDCLASS(OverkillMachineGun)
58 REGISTER_WEAPON(OVERKILL_MACHINEGUN, okmachinegun, NEW(OverkillMachineGun));
60 //SPAWNFUNC_WEAPON(weapon_okmachinegun, WEP_OVERKILL_MACHINEGUN)