/* fullname */ _("Arc")
);
-#define ARC_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_ARC, arc, MO_BOTH, ammo) \
- w_cvar(WEP_ARC, arc, MO_PRI, animtime) \
- w_cvar(WEP_ARC, arc, MO_PRI, damage) \
- w_cvar(WEP_ARC, arc, MO_PRI, falloff_halflifedist) \
- w_cvar(WEP_ARC, arc, MO_PRI, falloff_maxdist) \
- w_cvar(WEP_ARC, arc, MO_PRI, falloff_mindist) \
- w_cvar(WEP_ARC, arc, MO_PRI, force) \
- w_cvar(WEP_ARC, arc, MO_PRI, range) \
- w_cvar(WEP_ARC, arc, MO_PRI, refire) \
- w_prop(WEP_ARC, arc, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_ARC, arc, float, reloading_time, reload_time) \
- w_prop(WEP_ARC, arc, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_ARC, arc, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_ARC, arc, string, weaponreplace, weaponreplace) \
- w_prop(WEP_ARC, arc, float, weaponstart, weaponstart) \
- w_prop(WEP_ARC, arc, float, weaponstartoverride, weaponstartoverride)
+#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, WEP_ARC, arc)
+#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_PRI, animtime) \
+ w_cvar(id, sn, MO_PRI, damage) \
+ w_cvar(id, sn, MO_PRI, falloff_halflifedist) \
+ w_cvar(id, sn, MO_PRI, falloff_maxdist) \
+ w_cvar(id, sn, MO_PRI, falloff_mindist) \
+ w_cvar(id, sn, MO_PRI, force) \
+ w_cvar(id, sn, MO_PRI, range) \
+ w_cvar(id, sn, MO_PRI, refire) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifndef MENUQC
vector arc_shotorigin[4];
/* fullname */ _("Blaster")
);
-#define BLASTER_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, animtime) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, damage) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, delay) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, edgedamage) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, force) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, lifetime) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, radius) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, refire) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, shotangle) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, speed) \
- w_cvar(WEP_BLASTER, blaster, MO_BOTH, spread) \
- w_cvar(WEP_BLASTER, blaster, MO_NONE, secondary) \
- w_prop(WEP_BLASTER, blaster, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_BLASTER, blaster, float, reloading_time, reload_time) \
- w_prop(WEP_BLASTER, blaster, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_BLASTER, blaster, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_BLASTER, blaster, string, weaponreplace, weaponreplace) \
- w_prop(WEP_BLASTER, blaster, float, weaponstart, weaponstart) \
- w_prop(WEP_BLASTER, blaster, float, weaponstartoverride, weaponstartoverride)
+#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, WEP_BLASTER, blaster)
+#define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, delay) \
+ w_cvar(id, sn, MO_BOTH, edgedamage) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, lifetime) \
+ w_cvar(id, sn, MO_BOTH, radius) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_BOTH, shotangle) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_BOTH, spread) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Crylink")
);
-#define CRYLINK_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, ammo) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, animtime) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, damage) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, edgedamage) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, radius) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, force) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, spread) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, refire) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, speed) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, shots) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, bounces) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, bouncedamagefactor) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, middle_lifetime) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, middle_fadetime) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, other_lifetime) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, other_fadetime) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, linkexplode) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, joindelay) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, joinspread) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, joinexplode) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, joinexplode_damage) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, joinexplode_edgedamage) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, joinexplode_radius) \
- w_cvar(WEP_CRYLINK, crylink, MO_BOTH, joinexplode_force) \
- w_cvar(WEP_CRYLINK, crylink, MO_SEC, spreadtype) \
- w_prop(WEP_CRYLINK, crylink, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_CRYLINK, crylink, float, reloading_time, reload_time) \
- w_prop(WEP_CRYLINK, crylink, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_CRYLINK, crylink, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_CRYLINK, crylink, string, weaponreplace, weaponreplace) \
- w_prop(WEP_CRYLINK, crylink, float, weaponstart, weaponstart) \
- w_prop(WEP_CRYLINK, crylink, float, weaponstartoverride, weaponstartoverride)
+#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, WEP_CRYLINK, crylink)
+#define CRYLINK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, edgedamage) \
+ w_cvar(id, sn, MO_BOTH, radius) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, spread) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_BOTH, shots) \
+ w_cvar(id, sn, MO_BOTH, bounces) \
+ w_cvar(id, sn, MO_BOTH, bouncedamagefactor) \
+ w_cvar(id, sn, MO_BOTH, middle_lifetime) \
+ w_cvar(id, sn, MO_BOTH, middle_fadetime) \
+ w_cvar(id, sn, MO_BOTH, other_lifetime) \
+ w_cvar(id, sn, MO_BOTH, other_fadetime) \
+ w_cvar(id, sn, MO_BOTH, linkexplode) \
+ w_cvar(id, sn, MO_BOTH, joindelay) \
+ w_cvar(id, sn, MO_BOTH, joinspread) \
+ w_cvar(id, sn, MO_BOTH, joinexplode) \
+ w_cvar(id, sn, MO_BOTH, joinexplode_damage) \
+ w_cvar(id, sn, MO_BOTH, joinexplode_edgedamage) \
+ w_cvar(id, sn, MO_BOTH, joinexplode_radius) \
+ w_cvar(id, sn, MO_BOTH, joinexplode_force) \
+ w_cvar(id, sn, MO_SEC, spreadtype) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
CRYLINK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Devastator")
);
-#define DEVASTATOR_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, ammo) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, animtime) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, damage) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, damageforcescale) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, detonatedelay) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, edgedamage) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, force) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidedelay) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidegoal) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guiderate) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guideratedelay) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, guidestop) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, health) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, lifetime) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, radius) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, refire) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_damage) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_edgedamage) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_force) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, remote_radius) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speed) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speedaccel) \
- w_cvar(WEP_DEVASTATOR, devastator, MO_NONE, speedstart) \
- w_prop(WEP_DEVASTATOR, devastator, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_DEVASTATOR, devastator, float, reloading_time, reload_time) \
- w_prop(WEP_DEVASTATOR, devastator, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_DEVASTATOR, devastator, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_DEVASTATOR, devastator, string, weaponreplace, weaponreplace) \
- w_prop(WEP_DEVASTATOR, devastator, float, weaponstart, weaponstart) \
- w_prop(WEP_DEVASTATOR, devastator, float, weaponstartoverride, weaponstartoverride)
+#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, WEP_DEVASTATOR, devastator)
+#define DEVASTATOR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_NONE, ammo) \
+ w_cvar(id, sn, MO_NONE, animtime) \
+ w_cvar(id, sn, MO_NONE, damage) \
+ w_cvar(id, sn, MO_NONE, damageforcescale) \
+ w_cvar(id, sn, MO_NONE, detonatedelay) \
+ w_cvar(id, sn, MO_NONE, edgedamage) \
+ w_cvar(id, sn, MO_NONE, force) \
+ w_cvar(id, sn, MO_NONE, guidedelay) \
+ w_cvar(id, sn, MO_NONE, guidegoal) \
+ w_cvar(id, sn, MO_NONE, guiderate) \
+ w_cvar(id, sn, MO_NONE, guideratedelay) \
+ w_cvar(id, sn, MO_NONE, guidestop) \
+ w_cvar(id, sn, MO_NONE, health) \
+ w_cvar(id, sn, MO_NONE, lifetime) \
+ w_cvar(id, sn, MO_NONE, radius) \
+ w_cvar(id, sn, MO_NONE, refire) \
+ w_cvar(id, sn, MO_NONE, remote_damage) \
+ w_cvar(id, sn, MO_NONE, remote_edgedamage) \
+ w_cvar(id, sn, MO_NONE, remote_force) \
+ w_cvar(id, sn, MO_NONE, remote_radius) \
+ w_cvar(id, sn, MO_NONE, speed) \
+ w_cvar(id, sn, MO_NONE, speedaccel) \
+ w_cvar(id, sn, MO_NONE, speedstart) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
DEVASTATOR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Electro")
);
-#define ELECTRO_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, ammo) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, animtime) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, damage) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, edgedamage) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, force) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, radius) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, refire) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, speed) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, spread) \
- w_cvar(WEP_ELECTRO, electro, MO_BOTH, lifetime) \
- w_cvar(WEP_ELECTRO, electro, MO_PRI, comboradius) \
- w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_explode) \
- w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_interval) \
- w_cvar(WEP_ELECTRO, electro, MO_PRI, midaircombo_radius) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncefactor) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, bouncestop) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, touchexplode) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_edgedamage) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_force) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_radius) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_speed) \
- w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_safeammocheck) \
- w_prop(WEP_ELECTRO, electro, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_ELECTRO, electro, float, reloading_time, reload_time) \
- w_prop(WEP_ELECTRO, electro, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_ELECTRO, electro, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_ELECTRO, electro, string, weaponreplace, weaponreplace) \
- w_prop(WEP_ELECTRO, electro, float, weaponstart, weaponstart) \
- w_prop(WEP_ELECTRO, electro, float, weaponstartoverride, weaponstartoverride)
+#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, WEP_ELECTRO, electro)
+#define ELECTRO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, edgedamage) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, radius) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_BOTH, spread) \
+ w_cvar(id, sn, MO_BOTH, lifetime) \
+ w_cvar(id, sn, MO_PRI, comboradius) \
+ w_cvar(id, sn, MO_PRI, midaircombo_explode) \
+ w_cvar(id, sn, MO_PRI, midaircombo_interval) \
+ w_cvar(id, sn, MO_PRI, midaircombo_radius) \
+ w_cvar(id, sn, MO_SEC, bouncefactor) \
+ w_cvar(id, sn, MO_SEC, bouncestop) \
+ w_cvar(id, sn, MO_SEC, count) \
+ w_cvar(id, sn, MO_SEC, damageforcescale) \
+ w_cvar(id, sn, MO_SEC, damagedbycontents) \
+ w_cvar(id, sn, MO_SEC, health) \
+ w_cvar(id, sn, MO_SEC, refire2) \
+ w_cvar(id, sn, MO_SEC, speed_up) \
+ w_cvar(id, sn, MO_SEC, speed_z) \
+ w_cvar(id, sn, MO_SEC, touchexplode) \
+ w_cvar(id, sn, MO_NONE, combo_comboradius) \
+ w_cvar(id, sn, MO_NONE, combo_comboradius_thruwall) \
+ w_cvar(id, sn, MO_NONE, combo_damage) \
+ w_cvar(id, sn, MO_NONE, combo_edgedamage) \
+ w_cvar(id, sn, MO_NONE, combo_force) \
+ w_cvar(id, sn, MO_NONE, combo_radius) \
+ w_cvar(id, sn, MO_NONE, combo_speed) \
+ w_cvar(id, sn, MO_NONE, combo_safeammocheck) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Fireball")
);
-#define FIREBALL_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, animtime) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, refire) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, damage) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, damageforcescale) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, speed) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, spread) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, lifetime) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, laserburntime) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, laserdamage) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, laseredgedamage) \
- w_cvar(WEP_FIREBALL, fireball, MO_BOTH, laserradius) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, edgedamage) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, force) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, radius) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, health) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, refire2) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, bfgdamage) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, bfgforce) \
- w_cvar(WEP_FIREBALL, fireball, MO_PRI, bfgradius) \
- w_cvar(WEP_FIREBALL, fireball, MO_SEC, damagetime) \
- w_cvar(WEP_FIREBALL, fireball, MO_SEC, speed_up) \
- w_cvar(WEP_FIREBALL, fireball, MO_SEC, speed_z) \
- w_prop(WEP_FIREBALL, fireball, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_FIREBALL, fireball, float, reloading_time, reload_time) \
- w_prop(WEP_FIREBALL, fireball, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_FIREBALL, fireball, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_FIREBALL, fireball, string, weaponreplace, weaponreplace) \
- w_prop(WEP_FIREBALL, fireball, float, weaponstart, weaponstart) \
- w_prop(WEP_FIREBALL, fireball, float, weaponstartoverride, weaponstartoverride)
+#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, WEP_FIREBALL, fireball)
+#define FIREBALL_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, damageforcescale) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_BOTH, spread) \
+ w_cvar(id, sn, MO_BOTH, lifetime) \
+ w_cvar(id, sn, MO_BOTH, laserburntime) \
+ w_cvar(id, sn, MO_BOTH, laserdamage) \
+ w_cvar(id, sn, MO_BOTH, laseredgedamage) \
+ w_cvar(id, sn, MO_BOTH, laserradius) \
+ w_cvar(id, sn, MO_PRI, edgedamage) \
+ w_cvar(id, sn, MO_PRI, force) \
+ w_cvar(id, sn, MO_PRI, radius) \
+ w_cvar(id, sn, MO_PRI, health) \
+ w_cvar(id, sn, MO_PRI, refire2) \
+ w_cvar(id, sn, MO_PRI, bfgdamage) \
+ w_cvar(id, sn, MO_PRI, bfgforce) \
+ w_cvar(id, sn, MO_PRI, bfgradius) \
+ w_cvar(id, sn, MO_SEC, damagetime) \
+ w_cvar(id, sn, MO_SEC, speed_up) \
+ w_cvar(id, sn, MO_SEC, speed_z) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
FIREBALL_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Hagar")
);
-#define HAGAR_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, ammo) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, damage) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, edgedamage) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, force) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, radius) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, refire) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, speed) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, spread) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, damageforcescale) \
- w_cvar(WEP_HAGAR, hagar, MO_BOTH, health) \
- w_cvar(WEP_HAGAR, hagar, MO_PRI, lifetime) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_max) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_abort) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_animtime) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_hold) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_speed) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_releasedeath) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_spread) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_spread_bias) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, load_linkexplode) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, lifetime_min) \
- w_cvar(WEP_HAGAR, hagar, MO_SEC, lifetime_rand) \
- w_cvar(WEP_HAGAR, hagar, MO_NONE, secondary) \
- w_prop(WEP_HAGAR, hagar, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_HAGAR, hagar, float, reloading_time, reload_time) \
- w_prop(WEP_HAGAR, hagar, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_HAGAR, hagar, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_HAGAR, hagar, string, weaponreplace, weaponreplace) \
- w_prop(WEP_HAGAR, hagar, float, weaponstart, weaponstart) \
- w_prop(WEP_HAGAR, hagar, float, weaponstartoverride, weaponstartoverride)
+#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, WEP_HAGAR, hagar)
+#define HAGAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, edgedamage) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, radius) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_BOTH, spread) \
+ w_cvar(id, sn, MO_BOTH, damageforcescale) \
+ w_cvar(id, sn, MO_BOTH, health) \
+ w_cvar(id, sn, MO_PRI, lifetime) \
+ w_cvar(id, sn, MO_SEC, load) \
+ w_cvar(id, sn, MO_SEC, load_max) \
+ w_cvar(id, sn, MO_SEC, load_abort) \
+ w_cvar(id, sn, MO_SEC, load_animtime) \
+ w_cvar(id, sn, MO_SEC, load_hold) \
+ w_cvar(id, sn, MO_SEC, load_speed) \
+ w_cvar(id, sn, MO_SEC, load_releasedeath) \
+ w_cvar(id, sn, MO_SEC, load_spread) \
+ w_cvar(id, sn, MO_SEC, load_spread_bias) \
+ w_cvar(id, sn, MO_SEC, load_linkexplode) \
+ w_cvar(id, sn, MO_SEC, lifetime_min) \
+ w_cvar(id, sn, MO_SEC, lifetime_rand) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
HAGAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Heavy Laser Assault Cannon")
);
-#define HLAC_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, ammo) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, animtime) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, damage) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, edgedamage) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, force) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, lifetime) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, radius) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, refire) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, speed) \
- w_cvar(WEP_HLAC, hlac, MO_BOTH, spread_crouchmod) \
- w_cvar(WEP_HLAC, hlac, MO_PRI, spread_add) \
- w_cvar(WEP_HLAC, hlac, MO_PRI, spread_max) \
- w_cvar(WEP_HLAC, hlac, MO_PRI, spread_min) \
- w_cvar(WEP_HLAC, hlac, MO_NONE, secondary) \
- w_cvar(WEP_HLAC, hlac, MO_SEC, shots) \
- w_cvar(WEP_HLAC, hlac, MO_SEC, spread) \
- w_prop(WEP_HLAC, hlac, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_HLAC, hlac, float, reloading_time, reload_time) \
- w_prop(WEP_HLAC, hlac, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_HLAC, hlac, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_HLAC, hlac, string, weaponreplace, weaponreplace) \
- w_prop(WEP_HLAC, hlac, float, weaponstart, weaponstart) \
- w_prop(WEP_HLAC, hlac, float, weaponstartoverride, weaponstartoverride)
+#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, WEP_HLAC, hlac)
+#define HLAC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, edgedamage) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, lifetime) \
+ w_cvar(id, sn, MO_BOTH, radius) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_BOTH, spread_crouchmod) \
+ w_cvar(id, sn, MO_PRI, spread_add) \
+ w_cvar(id, sn, MO_PRI, spread_max) \
+ w_cvar(id, sn, MO_PRI, spread_min) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_cvar(id, sn, MO_SEC, shots) \
+ w_cvar(id, sn, MO_SEC, spread) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Grappling Hook")
);
-#define HOOK_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_HOOK, hook, MO_BOTH, animtime) \
- w_cvar(WEP_HOOK, hook, MO_BOTH, ammo) \
- w_cvar(WEP_HOOK, hook, MO_BOTH, refire) \
- w_cvar(WEP_HOOK, hook, MO_PRI, hooked_ammo) \
- w_cvar(WEP_HOOK, hook, MO_PRI, hooked_time_free) \
- w_cvar(WEP_HOOK, hook, MO_PRI, hooked_time_max) \
- w_cvar(WEP_HOOK, hook, MO_SEC, damage) \
- w_cvar(WEP_HOOK, hook, MO_SEC, duration) \
- w_cvar(WEP_HOOK, hook, MO_SEC, edgedamage) \
- w_cvar(WEP_HOOK, hook, MO_SEC, force) \
- w_cvar(WEP_HOOK, hook, MO_SEC, gravity) \
- w_cvar(WEP_HOOK, hook, MO_SEC, lifetime) \
- w_cvar(WEP_HOOK, hook, MO_SEC, power) \
- w_cvar(WEP_HOOK, hook, MO_SEC, radius) \
- w_cvar(WEP_HOOK, hook, MO_SEC, speed) \
- w_cvar(WEP_HOOK, hook, MO_SEC, health) \
- w_cvar(WEP_HOOK, hook, MO_SEC, damageforcescale) \
- w_prop(WEP_HOOK, hook, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_HOOK, hook, float, reloading_time, reload_time) \
- w_prop(WEP_HOOK, hook, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_HOOK, hook, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_HOOK, hook, string, weaponreplace, weaponreplace) \
- w_prop(WEP_HOOK, hook, float, weaponstart, weaponstart) \
- w_prop(WEP_HOOK, hook, float, weaponstartoverride, weaponstartoverride)
+#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, WEP_HOOK, hook)
+#define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_PRI, hooked_ammo) \
+ w_cvar(id, sn, MO_PRI, hooked_time_free) \
+ w_cvar(id, sn, MO_PRI, hooked_time_max) \
+ w_cvar(id, sn, MO_SEC, damage) \
+ w_cvar(id, sn, MO_SEC, duration) \
+ w_cvar(id, sn, MO_SEC, edgedamage) \
+ w_cvar(id, sn, MO_SEC, force) \
+ w_cvar(id, sn, MO_SEC, gravity) \
+ w_cvar(id, sn, MO_SEC, lifetime) \
+ w_cvar(id, sn, MO_SEC, power) \
+ w_cvar(id, sn, MO_SEC, radius) \
+ w_cvar(id, sn, MO_SEC, speed) \
+ w_cvar(id, sn, MO_SEC, health) \
+ w_cvar(id, sn, MO_SEC, damageforcescale) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Machine Gun")
);
-#define UZI_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_UZI, uzi, MO_NONE, speed) \
- w_cvar(WEP_UZI, uzi, MO_NONE, spread_min) \
- w_cvar(WEP_UZI, uzi, MO_NONE, spread_max) \
- w_cvar(WEP_UZI, uzi, MO_NONE, spread_add) \
- w_cvar(WEP_UZI, uzi, MO_NONE, mode) \
- w_cvar(WEP_UZI, uzi, MO_NONE, bulletconstant) \
- w_cvar(WEP_UZI, uzi, MO_NONE, first) \
- w_cvar(WEP_UZI, uzi, MO_NONE, first_damage) \
- w_cvar(WEP_UZI, uzi, MO_NONE, first_force) \
- w_cvar(WEP_UZI, uzi, MO_NONE, first_refire) \
- w_cvar(WEP_UZI, uzi, MO_NONE, first_spread) \
- w_cvar(WEP_UZI, uzi, MO_NONE, first_ammo) \
- w_cvar(WEP_UZI, uzi, MO_NONE, sustained_damage) \
- w_cvar(WEP_UZI, uzi, MO_NONE, sustained_force) \
- w_cvar(WEP_UZI, uzi, MO_NONE, sustained_refire) \
- w_cvar(WEP_UZI, uzi, MO_NONE, sustained_spread) \
- w_cvar(WEP_UZI, uzi, MO_NONE, sustained_ammo) \
- w_cvar(WEP_UZI, uzi, MO_NONE, burst) \
- w_cvar(WEP_UZI, uzi, MO_NONE, burst_refire) \
- w_cvar(WEP_UZI, uzi, MO_NONE, burst_refire2) \
- w_cvar(WEP_UZI, uzi, MO_NONE, burst_animtime) \
- w_cvar(WEP_UZI, uzi, MO_NONE, burst_speed) \
- w_cvar(WEP_UZI, uzi, MO_NONE, burst_ammo) \
- w_prop(WEP_UZI, uzi, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_UZI, uzi, float, reloading_time, reload_time) \
- w_prop(WEP_UZI, uzi, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_UZI, uzi, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_UZI, uzi, string, weaponreplace, weaponreplace) \
- w_prop(WEP_UZI, uzi, float, weaponstart, weaponstart) \
- w_prop(WEP_UZI, uzi, float, weaponstartoverride, weaponstartoverride)
+#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, WEP_UZI, uzi)
+#define UZI_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_NONE, speed) \
+ w_cvar(id, sn, MO_NONE, spread_min) \
+ w_cvar(id, sn, MO_NONE, spread_max) \
+ w_cvar(id, sn, MO_NONE, spread_add) \
+ w_cvar(id, sn, MO_NONE, mode) \
+ w_cvar(id, sn, MO_NONE, bulletconstant) \
+ w_cvar(id, sn, MO_NONE, first) \
+ w_cvar(id, sn, MO_NONE, first_damage) \
+ w_cvar(id, sn, MO_NONE, first_force) \
+ w_cvar(id, sn, MO_NONE, first_refire) \
+ w_cvar(id, sn, MO_NONE, first_spread) \
+ w_cvar(id, sn, MO_NONE, first_ammo) \
+ w_cvar(id, sn, MO_NONE, sustained_damage) \
+ w_cvar(id, sn, MO_NONE, sustained_force) \
+ w_cvar(id, sn, MO_NONE, sustained_refire) \
+ w_cvar(id, sn, MO_NONE, sustained_spread) \
+ w_cvar(id, sn, MO_NONE, sustained_ammo) \
+ w_cvar(id, sn, MO_NONE, burst) \
+ w_cvar(id, sn, MO_NONE, burst_refire) \
+ w_cvar(id, sn, MO_NONE, burst_refire2) \
+ w_cvar(id, sn, MO_NONE, burst_animtime) \
+ w_cvar(id, sn, MO_NONE, burst_speed) \
+ w_cvar(id, sn, MO_NONE, burst_ammo) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
UZI_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* netname */ "minelayer",
/* fullname */ _("Mine Layer")
);
-
-#define MINELAYER_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, ammo) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, animtime) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, damage) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, damageforcescale) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, detonatedelay) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, edgedamage) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, force) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, health) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, lifetime) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, lifetime_countdown) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, limit) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, protection) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, proximityradius) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, radius) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, refire) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_damage) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_edgedamage) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_force) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, remote_radius) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, speed) \
- w_cvar(WEP_MINE_LAYER, minelayer, MO_NONE, time) \
- w_prop(WEP_MINE_LAYER, minelayer, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_MINE_LAYER, minelayer, float, reloading_time, reload_time) \
- w_prop(WEP_MINE_LAYER, minelayer, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_MINE_LAYER, minelayer, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_MINE_LAYER, minelayer, string, weaponreplace, weaponreplace) \
- w_prop(WEP_MINE_LAYER, minelayer, float, weaponstart, weaponstart) \
- w_prop(WEP_MINE_LAYER, minelayer, float, weaponstartoverride, weaponstartoverride)
+#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, WEP_MINE_LAYER, minelayer)
+#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_NONE, ammo) \
+ w_cvar(id, sn, MO_NONE, animtime) \
+ w_cvar(id, sn, MO_NONE, damage) \
+ w_cvar(id, sn, MO_NONE, damageforcescale) \
+ w_cvar(id, sn, MO_NONE, detonatedelay) \
+ w_cvar(id, sn, MO_NONE, edgedamage) \
+ w_cvar(id, sn, MO_NONE, force) \
+ w_cvar(id, sn, MO_NONE, health) \
+ w_cvar(id, sn, MO_NONE, lifetime) \
+ w_cvar(id, sn, MO_NONE, lifetime_countdown) \
+ w_cvar(id, sn, MO_NONE, limit) \
+ w_cvar(id, sn, MO_NONE, protection) \
+ w_cvar(id, sn, MO_NONE, proximityradius) \
+ w_cvar(id, sn, MO_NONE, radius) \
+ w_cvar(id, sn, MO_NONE, refire) \
+ w_cvar(id, sn, MO_NONE, remote_damage) \
+ w_cvar(id, sn, MO_NONE, remote_edgedamage) \
+ w_cvar(id, sn, MO_NONE, remote_force) \
+ w_cvar(id, sn, MO_NONE, remote_radius) \
+ w_cvar(id, sn, MO_NONE, speed) \
+ w_cvar(id, sn, MO_NONE, time) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("MinstaNex")
);
-#define MINSTANEX_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, ammo) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, animtime) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_PRI, refire) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, ammo) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, animtime) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, damage) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, delay) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, edgedamage) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, force) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, lifetime) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, radius) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, refire) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, shotangle) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, speed) \
- w_cvar(WEP_MINSTANEX, minstanex, MO_SEC, spread) \
- w_prop(WEP_MINSTANEX, minstanex, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_MINSTANEX, minstanex, float, reloading_time, reload_time) \
- w_prop(WEP_MINSTANEX, minstanex, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_MINSTANEX, minstanex, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_MINSTANEX, minstanex, string, weaponreplace, weaponreplace) \
- w_prop(WEP_MINSTANEX, minstanex, float, weaponstart, weaponstart) \
- w_prop(WEP_MINSTANEX, minstanex, float, weaponstartoverride, weaponstartoverride)
+#define MINSTANEX_SETTINGS(w_cvar,w_prop) MINSTANEX_SETTINGS_LIST(w_cvar, w_prop, WEP_MINSTANEX, minstanex)
+#define MINSTANEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_PRI, ammo) \
+ w_cvar(id, sn, MO_PRI, animtime) \
+ w_cvar(id, sn, MO_PRI, refire) \
+ w_cvar(id, sn, MO_SEC, ammo) \
+ w_cvar(id, sn, MO_SEC, animtime) \
+ w_cvar(id, sn, MO_SEC, damage) \
+ w_cvar(id, sn, MO_SEC, delay) \
+ w_cvar(id, sn, MO_SEC, edgedamage) \
+ w_cvar(id, sn, MO_SEC, force) \
+ w_cvar(id, sn, MO_SEC, lifetime) \
+ w_cvar(id, sn, MO_SEC, radius) \
+ w_cvar(id, sn, MO_SEC, refire) \
+ w_cvar(id, sn, MO_SEC, shotangle) \
+ w_cvar(id, sn, MO_SEC, speed) \
+ w_cvar(id, sn, MO_SEC, spread) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
MINSTANEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Mortar")
);
-#define MORTAR_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, ammo) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, animtime) \
- w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncefactor) \
- w_cvar(WEP_MORTAR, mortar, MO_NONE, bouncestop) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, damage) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, damageforcescale) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, edgedamage) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, force) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, health) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime) \
- w_cvar(WEP_MORTAR, mortar, MO_SEC, lifetime_bounce) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, lifetime_stick) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, radius) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, refire) \
- w_cvar(WEP_MORTAR, mortar, MO_SEC, remote_detonateprimary) \
- w_cvar(WEP_MORTAR, mortar, MO_PRI, remote_minbouncecnt) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_up) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, speed_z) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, spread) \
- w_cvar(WEP_MORTAR, mortar, MO_BOTH, type) \
- w_prop(WEP_MORTAR, mortar, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_MORTAR, mortar, float, reloading_time, reload_time) \
- w_prop(WEP_MORTAR, mortar, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_MORTAR, mortar, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_MORTAR, mortar, string, weaponreplace, weaponreplace) \
- w_prop(WEP_MORTAR, mortar, float, weaponstart, weaponstart) \
- w_prop(WEP_MORTAR, mortar, float, weaponstartoverride, weaponstartoverride)
+#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, WEP_MORTAR, mortar)
+#define MORTAR_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_NONE, bouncefactor) \
+ w_cvar(id, sn, MO_NONE, bouncestop) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, damageforcescale) \
+ w_cvar(id, sn, MO_BOTH, edgedamage) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, health) \
+ w_cvar(id, sn, MO_BOTH, lifetime) \
+ w_cvar(id, sn, MO_SEC, lifetime_bounce) \
+ w_cvar(id, sn, MO_BOTH, lifetime_stick) \
+ w_cvar(id, sn, MO_BOTH, radius) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_SEC, remote_detonateprimary) \
+ w_cvar(id, sn, MO_PRI, remote_minbouncecnt) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_BOTH, speed_up) \
+ w_cvar(id, sn, MO_BOTH, speed_z) \
+ w_cvar(id, sn, MO_BOTH, spread) \
+ w_cvar(id, sn, MO_BOTH, type) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
MORTAR_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Nex")
);
-#define NEX_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_NEX, nex, MO_BOTH, ammo) \
- w_cvar(WEP_NEX, nex, MO_BOTH, animtime) \
- w_cvar(WEP_NEX, nex, MO_BOTH, damage) \
- w_cvar(WEP_NEX, nex, MO_BOTH, force) \
- w_cvar(WEP_NEX, nex, MO_BOTH, damagefalloff_mindist) \
- w_cvar(WEP_NEX, nex, MO_BOTH, damagefalloff_maxdist) \
- w_cvar(WEP_NEX, nex, MO_BOTH, damagefalloff_halflife) \
- w_cvar(WEP_NEX, nex, MO_BOTH, damagefalloff_forcehalflife) \
- w_cvar(WEP_NEX, nex, MO_BOTH, refire) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_mindmg) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_shot_multiplier) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_animlimit) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_limit) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_rate) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_rot_rate) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_rot_pause) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_start) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_minspeed) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_maxspeed) \
- w_cvar(WEP_NEX, nex, MO_NONE, charge_velocity_rate) \
- w_cvar(WEP_NEX, nex, MO_NONE, secondary) \
- w_cvar(WEP_NEX, nex, MO_SEC, chargepool) \
- w_cvar(WEP_NEX, nex, MO_SEC, chargepool_regen) \
- w_cvar(WEP_NEX, nex, MO_SEC, chargepool_pause_regen) \
- w_prop(WEP_NEX, nex, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_NEX, nex, float, reloading_time, reload_time) \
- w_prop(WEP_NEX, nex, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_NEX, nex, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_NEX, nex, string, weaponreplace, weaponreplace) \
- w_prop(WEP_NEX, nex, float, weaponstart, weaponstart) \
- w_prop(WEP_NEX, nex, float, weaponstartoverride, weaponstartoverride)
+#define NEX_SETTINGS(w_cvar,w_prop) NEX_SETTINGS_LIST(w_cvar, w_prop, WEP_NEX, nex)
+#define NEX_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, damagefalloff_mindist) \
+ w_cvar(id, sn, MO_BOTH, damagefalloff_maxdist) \
+ w_cvar(id, sn, MO_BOTH, damagefalloff_halflife) \
+ w_cvar(id, sn, MO_BOTH, damagefalloff_forcehalflife) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_NONE, charge) \
+ w_cvar(id, sn, MO_NONE, charge_mindmg) \
+ w_cvar(id, sn, MO_NONE, charge_shot_multiplier) \
+ w_cvar(id, sn, MO_NONE, charge_animlimit) \
+ w_cvar(id, sn, MO_NONE, charge_limit) \
+ w_cvar(id, sn, MO_NONE, charge_rate) \
+ w_cvar(id, sn, MO_NONE, charge_rot_rate) \
+ w_cvar(id, sn, MO_NONE, charge_rot_pause) \
+ w_cvar(id, sn, MO_NONE, charge_start) \
+ w_cvar(id, sn, MO_NONE, charge_minspeed) \
+ w_cvar(id, sn, MO_NONE, charge_maxspeed) \
+ w_cvar(id, sn, MO_NONE, charge_velocity_rate) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_cvar(id, sn, MO_SEC, chargepool) \
+ w_cvar(id, sn, MO_SEC, chargepool_regen) \
+ w_cvar(id, sn, MO_SEC, chargepool_pause_regen) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
NEX_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Port-O-Launch")
);
-#define PORTO_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_PORTO, porto, MO_BOTH, animtime) \
- w_cvar(WEP_PORTO, porto, MO_BOTH, lifetime) \
- w_cvar(WEP_PORTO, porto, MO_BOTH, refire) \
- w_cvar(WEP_PORTO, porto, MO_BOTH, speed) \
- w_cvar(WEP_PORTO, porto, MO_NONE, secondary) \
- w_prop(WEP_PORTO, porto, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_PORTO, porto, float, reloading_time, reload_time) \
- w_prop(WEP_PORTO, porto, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_PORTO, porto, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_PORTO, porto, string, weaponreplace, weaponreplace) \
- w_prop(WEP_PORTO, porto, float, weaponstart, weaponstart) \
- w_prop(WEP_PORTO, porto, float, weaponstartoverride, weaponstartoverride)
+#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, WEP_PORTO, porto)
+#define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, lifetime) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* netname */ "rifle",
/* fullname */ _("Rifle")
);
-
-#define RIFLE_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, ammo) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, animtime) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, bulletconstant) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, bullethail) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, burstcost) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, damage) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, force) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, lifetime) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, refire) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, shots) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, speed) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, spread) \
- w_cvar(WEP_RIFLE, rifle, MO_BOTH, tracer) \
- w_cvar(WEP_RIFLE, rifle, MO_NONE, bursttime) \
- w_cvar(WEP_RIFLE, rifle, MO_NONE, secondary) \
- w_cvar(WEP_RIFLE, rifle, MO_SEC, reload) \
- w_prop(WEP_RIFLE, rifle, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_RIFLE, rifle, float, reloading_time, reload_time) \
- w_prop(WEP_RIFLE, rifle, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_RIFLE, rifle, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_RIFLE, rifle, string, weaponreplace, weaponreplace) \
- w_prop(WEP_RIFLE, rifle, float, weaponstart, weaponstart) \
- w_prop(WEP_RIFLE, rifle, float, weaponstartoverride, weaponstartoverride)
+#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, WEP_RIFLE, rifle)
+#define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_BOTH, ammo) \
+ w_cvar(id, sn, MO_BOTH, animtime) \
+ w_cvar(id, sn, MO_BOTH, bulletconstant) \
+ w_cvar(id, sn, MO_BOTH, bullethail) \
+ w_cvar(id, sn, MO_BOTH, burstcost) \
+ w_cvar(id, sn, MO_BOTH, damage) \
+ w_cvar(id, sn, MO_BOTH, force) \
+ w_cvar(id, sn, MO_BOTH, lifetime) \
+ w_cvar(id, sn, MO_BOTH, refire) \
+ w_cvar(id, sn, MO_BOTH, shots) \
+ w_cvar(id, sn, MO_BOTH, speed) \
+ w_cvar(id, sn, MO_BOTH, spread) \
+ w_cvar(id, sn, MO_BOTH, tracer) \
+ w_cvar(id, sn, MO_NONE, bursttime) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_cvar(id, sn, MO_SEC, reload) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("T.A.G. Seeker")
);
-#define SEEKER_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, type) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_ammo) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_animtime) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_damage) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_edgedamage) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_force) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_lifetime_rand) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_radius) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_refire) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_up) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_speed_z) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, flac_spread) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_accel) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_ammo) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_animtime) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_count) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damage) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_damageforcescale) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_decel) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_delay) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_edgedamage) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_force) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_health) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_lifetime) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_delay) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_proxy_maxrange) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_radius) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_refire) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_mindist) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_max) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_smart_trace_min) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_max) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_up) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_speed_z) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_spread) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, missile_turnrate) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_ammo) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_animtime) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_damageforcescale) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_health) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_lifetime) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_refire) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_speed) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_spread) \
- w_cvar(WEP_SEEKER, seeker, MO_NONE, tag_tracker_lifetime) \
- w_prop(WEP_SEEKER, seeker, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_SEEKER, seeker, float, reloading_time, reload_time) \
- w_prop(WEP_SEEKER, seeker, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_SEEKER, seeker, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_SEEKER, seeker, string, weaponreplace, weaponreplace) \
- w_prop(WEP_SEEKER, seeker, float, weaponstart, weaponstart) \
- w_prop(WEP_SEEKER, seeker, float, weaponstartoverride, weaponstartoverride)
+#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, WEP_SEEKER, seeker)
+#define SEEKER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_NONE, type) \
+ w_cvar(id, sn, MO_NONE, flac_ammo) \
+ w_cvar(id, sn, MO_NONE, flac_animtime) \
+ w_cvar(id, sn, MO_NONE, flac_damage) \
+ w_cvar(id, sn, MO_NONE, flac_edgedamage) \
+ w_cvar(id, sn, MO_NONE, flac_force) \
+ w_cvar(id, sn, MO_NONE, flac_lifetime) \
+ w_cvar(id, sn, MO_NONE, flac_lifetime_rand) \
+ w_cvar(id, sn, MO_NONE, flac_radius) \
+ w_cvar(id, sn, MO_NONE, flac_refire) \
+ w_cvar(id, sn, MO_NONE, flac_speed) \
+ w_cvar(id, sn, MO_NONE, flac_speed_up) \
+ w_cvar(id, sn, MO_NONE, flac_speed_z) \
+ w_cvar(id, sn, MO_NONE, flac_spread) \
+ w_cvar(id, sn, MO_NONE, missile_accel) \
+ w_cvar(id, sn, MO_NONE, missile_ammo) \
+ w_cvar(id, sn, MO_NONE, missile_animtime) \
+ w_cvar(id, sn, MO_NONE, missile_count) \
+ w_cvar(id, sn, MO_NONE, missile_damage) \
+ w_cvar(id, sn, MO_NONE, missile_damageforcescale) \
+ w_cvar(id, sn, MO_NONE, missile_decel) \
+ w_cvar(id, sn, MO_NONE, missile_delay) \
+ w_cvar(id, sn, MO_NONE, missile_edgedamage) \
+ w_cvar(id, sn, MO_NONE, missile_force) \
+ w_cvar(id, sn, MO_NONE, missile_health) \
+ w_cvar(id, sn, MO_NONE, missile_lifetime) \
+ w_cvar(id, sn, MO_NONE, missile_proxy) \
+ w_cvar(id, sn, MO_NONE, missile_proxy_delay) \
+ w_cvar(id, sn, MO_NONE, missile_proxy_maxrange) \
+ w_cvar(id, sn, MO_NONE, missile_radius) \
+ w_cvar(id, sn, MO_NONE, missile_refire) \
+ w_cvar(id, sn, MO_NONE, missile_smart) \
+ w_cvar(id, sn, MO_NONE, missile_smart_mindist) \
+ w_cvar(id, sn, MO_NONE, missile_smart_trace_max) \
+ w_cvar(id, sn, MO_NONE, missile_smart_trace_min) \
+ w_cvar(id, sn, MO_NONE, missile_speed) \
+ w_cvar(id, sn, MO_NONE, missile_speed_max) \
+ w_cvar(id, sn, MO_NONE, missile_speed_up) \
+ w_cvar(id, sn, MO_NONE, missile_speed_z) \
+ w_cvar(id, sn, MO_NONE, missile_spread) \
+ w_cvar(id, sn, MO_NONE, missile_turnrate) \
+ w_cvar(id, sn, MO_NONE, tag_ammo) \
+ w_cvar(id, sn, MO_NONE, tag_animtime) \
+ w_cvar(id, sn, MO_NONE, tag_damageforcescale) \
+ w_cvar(id, sn, MO_NONE, tag_health) \
+ w_cvar(id, sn, MO_NONE, tag_lifetime) \
+ w_cvar(id, sn, MO_NONE, tag_refire) \
+ w_cvar(id, sn, MO_NONE, tag_speed) \
+ w_cvar(id, sn, MO_NONE, tag_spread) \
+ w_cvar(id, sn, MO_NONE, tag_tracker_lifetime) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
SEEKER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("Shockwave")
);
-#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_forwardbias) \
- /*w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_velocitybias)*/ \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_force_zscale) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_velocitybias) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_force_zscale) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_jump_radius) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_edgedamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_force_forwardbias) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_accuracy) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_distance) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_multiplier_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_splash_radius) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_max) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, blast_spread_min) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_animtime) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_delay) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_multihit) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_no_doubleslap) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_nonplayerdamage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_range) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_refire) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_side) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_swing_up) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_time) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, melee_traces) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_ammo) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_animtime) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bulletconstant) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_bullets) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_damage) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_force) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_refire) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_speed) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, pellets_spread) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, primary) \
- w_cvar(WEP_SHOCKWAVE, shockwave, MO_NONE, secondary) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, reloading_time, reload_time) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_SHOCKWAVE, shockwave, string, weaponreplace, weaponreplace) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, weaponstart, weaponstart) \
- w_prop(WEP_SHOCKWAVE, shockwave, float, weaponstartoverride, weaponstartoverride)
+#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, WEP_SHOCKWAVE, shockwave)
+#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_NONE, blast_damage) \
+ w_cvar(id, sn, MO_NONE, blast_distance) \
+ w_cvar(id, sn, MO_NONE, blast_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_force) \
+ w_cvar(id, sn, MO_NONE, blast_force_forwardbias) \
+ /*w_cvar(id, sn, MO_NONE, blast_force_velocitybias)*/ \
+ w_cvar(id, sn, MO_NONE, blast_force_zscale) \
+ w_cvar(id, sn, MO_NONE, blast_jump_damage) \
+ w_cvar(id, sn, MO_NONE, blast_jump_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force_velocitybias) \
+ w_cvar(id, sn, MO_NONE, blast_jump_force_zscale) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_jump_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_jump_radius) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_splash_damage) \
+ w_cvar(id, sn, MO_NONE, blast_splash_edgedamage) \
+ w_cvar(id, sn, MO_NONE, blast_splash_force) \
+ w_cvar(id, sn, MO_NONE, blast_splash_force_forwardbias) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_accuracy) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_distance) \
+ w_cvar(id, sn, MO_NONE, blast_splash_multiplier_min) \
+ w_cvar(id, sn, MO_NONE, blast_splash_radius) \
+ w_cvar(id, sn, MO_NONE, blast_spread_max) \
+ w_cvar(id, sn, MO_NONE, blast_spread_min) \
+ w_cvar(id, sn, MO_NONE, melee_animtime) \
+ w_cvar(id, sn, MO_NONE, melee_damage) \
+ w_cvar(id, sn, MO_NONE, melee_delay) \
+ w_cvar(id, sn, MO_NONE, melee_force) \
+ w_cvar(id, sn, MO_NONE, melee_multihit) \
+ w_cvar(id, sn, MO_NONE, melee_no_doubleslap) \
+ w_cvar(id, sn, MO_NONE, melee_nonplayerdamage) \
+ w_cvar(id, sn, MO_NONE, melee_range) \
+ w_cvar(id, sn, MO_NONE, melee_refire) \
+ w_cvar(id, sn, MO_NONE, melee_swing_side) \
+ w_cvar(id, sn, MO_NONE, melee_swing_up) \
+ w_cvar(id, sn, MO_NONE, melee_time) \
+ w_cvar(id, sn, MO_NONE, melee_traces) \
+ w_cvar(id, sn, MO_NONE, pellets_ammo) \
+ w_cvar(id, sn, MO_NONE, pellets_animtime) \
+ w_cvar(id, sn, MO_NONE, pellets_bulletconstant) \
+ w_cvar(id, sn, MO_NONE, pellets_bullets) \
+ w_cvar(id, sn, MO_NONE, pellets_damage) \
+ w_cvar(id, sn, MO_NONE, pellets_force) \
+ w_cvar(id, sn, MO_NONE, pellets_refire) \
+ w_cvar(id, sn, MO_NONE, pellets_speed) \
+ w_cvar(id, sn, MO_NONE, pellets_spread) \
+ w_cvar(id, sn, MO_NONE, primary) \
+ w_cvar(id, sn, MO_NONE, secondary) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
/* fullname */ _("@!#%'n Tuba")
);
-#define TUBA_SETTINGS(w_cvar,w_prop) \
- w_cvar(WEP_TUBA, tuba, MO_NONE, animtime) \
- w_cvar(WEP_TUBA, tuba, MO_NONE, attenuation) \
- w_cvar(WEP_TUBA, tuba, MO_NONE, damage) \
- w_cvar(WEP_TUBA, tuba, MO_NONE, edgedamage) \
- w_cvar(WEP_TUBA, tuba, MO_NONE, force) \
- w_cvar(WEP_TUBA, tuba, MO_NONE, radius) \
- w_cvar(WEP_TUBA, tuba, MO_NONE, refire) \
- w_prop(WEP_TUBA, tuba, float, reloading_ammo, reload_ammo) \
- w_prop(WEP_TUBA, tuba, float, reloading_time, reload_time) \
- w_prop(WEP_TUBA, tuba, float, switchdelay_raise, switchdelay_raise) \
- w_prop(WEP_TUBA, tuba, float, switchdelay_drop, switchdelay_drop) \
- w_prop(WEP_TUBA, tuba, string, weaponreplace, weaponreplace) \
- w_prop(WEP_TUBA, tuba, float, weaponstart, weaponstart) \
- w_prop(WEP_TUBA, tuba, float, weaponstartoverride, weaponstartoverride)
+#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, WEP_TUBA, tuba)
+#define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, MO_NONE, animtime) \
+ w_cvar(id, sn, MO_NONE, attenuation) \
+ w_cvar(id, sn, MO_NONE, damage) \
+ w_cvar(id, sn, MO_NONE, edgedamage) \
+ w_cvar(id, sn, MO_NONE, force) \
+ w_cvar(id, sn, MO_NONE, radius) \
+ w_cvar(id, sn, MO_NONE, refire) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
#ifdef SVQC
TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)