4 /* spawnfunc */ ATTRIB(Rifle, m_canonical_spawnfunc, string, "weapon_rifle");
5 /* ammotype */ ATTRIB(Rifle, ammo_type, int, RESOURCE_BULLETS);
6 /* impulse */ ATTRIB(Rifle, impulse, int, 7);
7 /* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
8 /* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000);
9 /* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
10 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
12 /* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
14 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
15 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
16 /* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex");
17 /* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
18 /* refname */ ATTRIB(Rifle, netname, string, "rifle");
19 /* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
21 #define X(BEGIN, P, END, class, prefix) \
23 P(class, prefix, ammo, float, BOTH) \
24 P(class, prefix, animtime, float, BOTH) \
25 P(class, prefix, bullethail, float, BOTH) \
26 P(class, prefix, burstcost, float, BOTH) \
27 P(class, prefix, bursttime, float, NONE) \
28 P(class, prefix, damage, float, BOTH) \
29 P(class, prefix, force, float, BOTH) \
30 P(class, prefix, refire, float, BOTH) \
31 P(class, prefix, reload, float, SEC) \
32 P(class, prefix, reload_ammo, float, NONE) \
33 P(class, prefix, reload_time, float, NONE) \
34 P(class, prefix, secondary, float, NONE) \
35 P(class, prefix, shots, float, BOTH) \
36 P(class, prefix, solidpenetration, float, BOTH) \
37 P(class, prefix, spread, float, BOTH) \
38 P(class, prefix, switchdelay_drop, float, NONE) \
39 P(class, prefix, switchdelay_raise, float, NONE) \
40 P(class, prefix, tracer, float, BOTH) \
41 P(class, prefix, weaponreplace, string, NONE) \
42 P(class, prefix, weaponstartoverride, float, NONE) \
43 P(class, prefix, weaponstart, float, NONE) \
44 P(class, prefix, weaponthrowable, float, NONE) \
46 W_PROPS(X, Rifle, rifle)
49 REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
51 SPAWNFUNC_WEAPON(weapon_rifle, WEP_RIFLE)
52 SPAWNFUNC_WEAPON(weapon_campingrifle, WEP_RIFLE)
53 SPAWNFUNC_WEAPON(weapon_sniperrifle, WEP_RIFLE)
56 .float rifle_accumulator;