3 CLASS(Devastator, Weapon)
4 /* spawnfunc */ ATTRIB(Devastator, m_canonical_spawnfunc, string, "weapon_devastator");
5 /* ammotype */ ATTRIB(Devastator, ammo_type, Resource, RES_ROCKETS);
6 /* impulse */ ATTRIB(Devastator, impulse, int, 9);
7 /* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
8 /* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
9 /* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
10 /* modelname */ ATTRIB(Devastator, mdl, string, "rl");
12 /* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
13 /* flash mdl */ ATTRIB(Devastator, m_muzzlemodel, Model, MDL_DEVASTATOR_MUZZLEFLASH);
14 /* flash eff */ ATTRIB(Devastator, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
16 /* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
17 /* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
18 /* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
19 /* refname */ ATTRIB(Devastator, netname, string, "devastator");
20 /* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
22 #define X(BEGIN, P, END, class, prefix) \
24 P(class, prefix, ammo, float, NONE) \
25 P(class, prefix, animtime, float, NONE) \
26 P(class, prefix, damageforcescale, float, NONE) \
27 P(class, prefix, damage, float, NONE) \
28 P(class, prefix, detonatedelay, float, NONE) \
29 P(class, prefix, edgedamage, float, NONE) \
30 P(class, prefix, force, float, NONE) \
31 P(class, prefix, guidedelay, float, NONE) \
32 P(class, prefix, guidegoal, float, NONE) \
33 P(class, prefix, guideratedelay, float, NONE) \
34 P(class, prefix, guiderate, float, NONE) \
35 P(class, prefix, guidestop, float, NONE) \
36 P(class, prefix, health, float, NONE) \
37 P(class, prefix, lifetime, float, NONE) \
38 P(class, prefix, radius, float, NONE) \
39 P(class, prefix, refire, float, NONE) \
40 P(class, prefix, reload_ammo, float, NONE) \
41 P(class, prefix, reload_time, float, NONE) \
42 P(class, prefix, remote_damage, float, NONE) \
43 P(class, prefix, remote_edgedamage, float, NONE) \
44 P(class, prefix, remote_force, float, NONE) \
45 P(class, prefix, remote_jump, float, NONE) \
46 P(class, prefix, remote_jump_damage, float, NONE) \
47 P(class, prefix, remote_jump_force, float, NONE) \
48 P(class, prefix, remote_jump_radius, float, NONE) \
49 P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
50 P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
51 P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
52 P(class, prefix, remote_radius, float, NONE) \
53 P(class, prefix, speedaccel, float, NONE) \
54 P(class, prefix, speedstart, float, NONE) \
55 P(class, prefix, speed, float, NONE) \
56 P(class, prefix, switchdelay_drop, float, NONE) \
57 P(class, prefix, switchdelay_raise, float, NONE) \
58 P(class, prefix, weaponreplace, string,NONE) \
59 P(class, prefix, weaponstartoverride, float, NONE) \
60 P(class, prefix, weaponstart, float, NONE) \
61 P(class, prefix, weaponthrowable, float, NONE) \
63 W_PROPS(X, Devastator, devastator)
67 REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
69 SPAWNFUNC_WEAPON(weapon_devastator, WEP_DEVASTATOR)
70 SPAWNFUNC_WEAPON(weapon_rocketlauncher, WEP_DEVASTATOR)
74 .float rl_detonate_later;