3 CLASS(MineLayer, Weapon)
4 /* spawnfunc */ ATTRIB(MineLayer, m_canonical_spawnfunc, string, "weapon_minelayer");
5 /* ammotype */ ATTRIB(MineLayer, ammo_type, Resource, RES_ROCKETS);
6 /* impulse */ ATTRIB(MineLayer, impulse, int, 4);
7 /* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
8 /* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000);
9 /* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
10 /* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
12 /* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
13 /* flash mdl */ ATTRIB(MineLayer, m_muzzlemodel, Model, MDL_MINELAYER_MUZZLEFLASH);
14 /* flash eff */ ATTRIB(MineLayer, m_muzzleeffect, entity, EFFECT_ROCKET_MUZZLEFLASH);
16 /* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
17 /* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
18 /* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
19 /* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
20 /* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
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, health, float, NONE) \
32 P(class, prefix, lifetime, float, NONE) \
33 P(class, prefix, lifetime_countdown, float, NONE) \
34 P(class, prefix, limit, float, NONE) \
35 P(class, prefix, protection, float, NONE) \
36 P(class, prefix, proximityradius, float, NONE) \
37 P(class, prefix, radius, float, NONE) \
38 P(class, prefix, refire, float, NONE) \
39 P(class, prefix, reload_ammo, float, NONE) \
40 P(class, prefix, reload_time, float, NONE) \
41 P(class, prefix, remote_damage, float, NONE) \
42 P(class, prefix, remote_edgedamage, float, NONE) \
43 P(class, prefix, remote_force, float, NONE) \
44 P(class, prefix, remote_radius, float, NONE) \
45 P(class, prefix, speed, float, NONE) \
46 P(class, prefix, switchdelay_drop, float, NONE) \
47 P(class, prefix, switchdelay_raise, float, NONE) \
48 P(class, prefix, time, 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, MineLayer, minelayer)
57 REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
59 SPAWNFUNC_WEAPON(weapon_minelayer, WEP_MINE_LAYER)
62 void W_MineLayer_Think(entity this);
63 .float minelayer_detonate, mine_explodeanyway;
66 IntrusiveList g_mines;
67 STATIC_INIT(g_mines) { g_mines = IL_NEW(); }