4 /* spawnfunc */ ATTRIB(Electro, m_canonical_spawnfunc, string, "weapon_electro");
5 /* ammotype */ ATTRIB(Electro, ammo_type, Resource, RES_CELLS);
6 /* impulse */ ATTRIB(Electro, impulse, int, 5);
7 /* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
8 /* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000);
9 /* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
10 /* modelname */ ATTRIB(Electro, mdl, string, "electro");
12 /* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
13 /* flash mdl */ ATTRIB(Electro, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Electro, m_muzzleeffect, entity, EFFECT_ELECTRO_MUZZLEFLASH);
16 /* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
17 /* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
18 /* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
19 /* refname */ ATTRIB(Electro, netname, string, "electro");
20 /* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
22 #define X(BEGIN, P, END, class, prefix) \
24 P(class, prefix, ammo, float, BOTH) \
25 P(class, prefix, animtime, float, BOTH) \
26 P(class, prefix, bouncefactor, float, SEC) \
27 P(class, prefix, bouncestop, float, SEC) \
28 P(class, prefix, comboradius, float, PRI) \
29 P(class, prefix, combo_comboradius, float, NONE) \
30 P(class, prefix, combo_comboradius_thruwall, float, NONE) \
31 P(class, prefix, combo_damage, float, NONE) \
32 P(class, prefix, combo_edgedamage, float, NONE) \
33 P(class, prefix, combo_force, float, NONE) \
34 P(class, prefix, combo_radius, float, NONE) \
35 P(class, prefix, combo_safeammocheck, float, NONE) \
36 P(class, prefix, combo_speed, float, NONE) \
37 P(class, prefix, count, float, SEC) \
38 P(class, prefix, damagedbycontents, float, SEC) \
39 P(class, prefix, damageforcescale, float, SEC) \
40 P(class, prefix, damage, float, BOTH) \
41 P(class, prefix, edgedamage, float, BOTH) \
42 P(class, prefix, force, float, BOTH) \
43 P(class, prefix, health, float, SEC) \
44 P(class, prefix, lifetime, float, BOTH) \
45 P(class, prefix, limit, float, SEC) \
46 P(class, prefix, midaircombo_enemy, bool, PRI) \
47 P(class, prefix, midaircombo_explode, float, PRI) \
48 P(class, prefix, midaircombo_interval, float, PRI) \
49 P(class, prefix, midaircombo_own, bool, PRI) \
50 P(class, prefix, midaircombo_radius, float, PRI) \
51 P(class, prefix, midaircombo_speed, float, PRI) \
52 P(class, prefix, midaircombo_teammate, float, PRI) \
53 P(class, prefix, radius, float, BOTH) \
54 P(class, prefix, refire2, float, SEC) \
55 P(class, prefix, refire, float, BOTH) \
56 P(class, prefix, reload_ammo, float, NONE) \
57 P(class, prefix, reload_time, float, NONE) \
58 P(class, prefix, speed, float, BOTH) \
59 P(class, prefix, speed_up, float, SEC) \
60 P(class, prefix, speed_z, float, SEC) \
61 P(class, prefix, spread, float, BOTH) \
62 P(class, prefix, stick, float, SEC) \
63 P(class, prefix, stick_lifetime, float, SEC) \
64 P(class, prefix, switchdelay_drop, float, NONE) \
65 P(class, prefix, switchdelay_raise, float, NONE) \
66 P(class, prefix, touchexplode, float, SEC) \
67 P(class, prefix, weaponreplace, string,NONE) \
68 P(class, prefix, weaponstartoverride, float, NONE) \
69 P(class, prefix, weaponstart, float, NONE) \
70 P(class, prefix, weaponthrowable, float, NONE) \
72 W_PROPS(X, Electro, electro)
76 REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
78 SPAWNFUNC_WEAPON(weapon_electro, WEP_ELECTRO)
81 IntrusiveList LimitedElectroBallRubbleList;
83 .float electro_secondarytime;
84 void W_Electro_ExplodeCombo(entity this);