4 /* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex");
5 /* ammotype */ ATTRIB(Vortex, ammo_type, Resource, RES_CELLS);
6 /* impulse */ ATTRIB(Vortex, impulse, int, 7);
7 /* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
8 /* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
9 /* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
10 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
12 /* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
13 /* flash mdl */ ATTRIB(Vortex, m_muzzlemodel, Model, MDL_Null);
14 /* flash eff */ ATTRIB(Vortex, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
16 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
17 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
18 /* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex");
19 /* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
20 /* refname */ ATTRIB(Vortex, netname, string, "vortex");
21 /* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
23 #define X(BEGIN, P, END, class, prefix) \
25 P(class, prefix, ammo, float, BOTH) \
26 P(class, prefix, animtime, float, BOTH) \
27 P(class, prefix, armorpierce, float, BOTH) \
28 P(class, prefix, chargepool, float, SEC) \
29 P(class, prefix, chargepool_pause_regen, float, SEC) \
30 P(class, prefix, chargepool_regen, float, SEC) \
31 P(class, prefix, charge, float, NONE) \
32 P(class, prefix, charge_always, float, NONE) \
33 P(class, prefix, charge_animlimit, float, NONE) \
34 P(class, prefix, charge_limit, float, NONE) \
35 P(class, prefix, charge_maxspeed, float, NONE) \
36 P(class, prefix, charge_mindmg, float, NONE) \
37 P(class, prefix, charge_minspeed, float, NONE) \
38 P(class, prefix, charge_rate, float, NONE) \
39 P(class, prefix, charge_rot_pause, float, NONE) \
40 P(class, prefix, charge_rot_rate, float, NONE) \
41 P(class, prefix, charge_shot_multiplier, float, NONE) \
42 P(class, prefix, charge_start, float, NONE) \
43 P(class, prefix, charge_velocity_rate, float, NONE) \
44 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
45 P(class, prefix, damagefalloff_halflife, float, BOTH) \
46 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
47 P(class, prefix, damagefalloff_mindist, float, BOTH) \
48 P(class, prefix, damage, float, BOTH) \
49 P(class, prefix, force, float, BOTH) \
50 P(class, prefix, refire, float, BOTH) \
51 P(class, prefix, secondary, float, NONE) \
52 P(class, prefix, reload_ammo, float, NONE) \
53 P(class, prefix, reload_time, float, NONE) \
54 P(class, prefix, switchdelay_raise, float, NONE) \
55 P(class, prefix, switchdelay_drop, float, NONE) \
56 P(class, prefix, weaponreplace, string, NONE) \
57 P(class, prefix, weaponstart, float, NONE) \
58 P(class, prefix, weaponstartoverride, float, NONE) \
59 P(class, prefix, weaponthrowable, float, NONE) \
61 W_PROPS(X, Vortex, vortex)
65 REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
67 SPAWNFUNC_WEAPON(weapon_vortex, WEP_VORTEX)
68 SPAWNFUNC_WEAPON(weapon_nex, WEP_VORTEX)
71 bool autocvar_cl_particles_oldvortexbeam;
75 .float vortex_charge_rottime;
77 .float vortex_lasthit;
79 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt);