fputs(wep_config_file, a); \
if(wep_config_alsoprint) { print(a); } }
-#define WEP_CONFIG_WRITE_CVARS_MO_PRI(wepname,name) \
+#define WEP_CONFIG_WRITE_CVARS_PRI(wepname,name) \
{ WEP_CONFIG_QUEUE( \
sprintf("set g_balance_%s_primary_%s %g\n", #wepname, #name, \
cvar(sprintf("g_balance_%s_primary_%s", #wepname, #name)))) }
-#define WEP_CONFIG_WRITE_CVARS_MO_SEC(wepname,name) \
+#define WEP_CONFIG_WRITE_CVARS_SEC(wepname,name) \
{ WEP_CONFIG_QUEUE( \
sprintf("set g_balance_%s_secondary_%s %g\n", #wepname, #name, \
cvar(sprintf("g_balance_%s_secondary_%s", #wepname, #name)))) }
-#define WEP_CONFIG_WRITE_CVARS_MO_BOTH(wepname,name) \
+#define WEP_CONFIG_WRITE_CVARS_BOTH(wepname,name) \
{ WEP_CONFIG_QUEUE( \
sprintf("set g_balance_%s_primary_%s %g\n", #wepname, #name, \
cvar(sprintf("g_balance_%s_primary_%s", #wepname, #name)))) } \
sprintf("set g_balance_%s_secondary_%s %g\n", #wepname, #name, \
cvar(sprintf("g_balance_%s_secondary_%s", #wepname, #name)))) }
-#define WEP_CONFIG_WRITE_CVARS_MO_NONE(wepname,name) \
+#define WEP_CONFIG_WRITE_CVARS_NONE(wepname,name) \
{ WEP_CONFIG_QUEUE( \
sprintf("set g_balance_%s_%s %g\n", #wepname, #name, \
cvar(sprintf("g_balance_%s_%s", #wepname, #name)))) }
#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, PRI, animtime) \
+ w_cvar(id, sn, PRI, damage) \
+ w_cvar(id, sn, PRI, falloff_halflifedist) \
+ w_cvar(id, sn, PRI, falloff_maxdist) \
+ w_cvar(id, sn, PRI, falloff_mindist) \
+ w_cvar(id, sn, PRI, force) \
+ w_cvar(id, sn, PRI, range) \
+ w_cvar(id, sn, PRI, refire) \
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) \
#define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, delay) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, shotangle) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, NONE, secondary) \
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) \
#define CRYLINK_SETTINGS(w_cvar,w_prop) CRYLINK_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, MO_NONE, secondary) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, shots) \
+ w_cvar(id, sn, BOTH, bounces) \
+ w_cvar(id, sn, BOTH, bouncedamagefactor) \
+ w_cvar(id, sn, BOTH, middle_lifetime) \
+ w_cvar(id, sn, BOTH, middle_fadetime) \
+ w_cvar(id, sn, BOTH, other_lifetime) \
+ w_cvar(id, sn, BOTH, other_fadetime) \
+ w_cvar(id, sn, BOTH, linkexplode) \
+ w_cvar(id, sn, BOTH, joindelay) \
+ w_cvar(id, sn, BOTH, joinspread) \
+ w_cvar(id, sn, BOTH, joinexplode) \
+ w_cvar(id, sn, BOTH, joinexplode_damage) \
+ w_cvar(id, sn, BOTH, joinexplode_edgedamage) \
+ w_cvar(id, sn, BOTH, joinexplode_radius) \
+ w_cvar(id, sn, BOTH, joinexplode_force) \
+ w_cvar(id, sn, SEC, spreadtype) \
+ w_cvar(id, sn, 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) \
#define DEVASTATOR_SETTINGS(w_cvar,w_prop) DEVASTATOR_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, detonatedelay) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, guidedelay) \
+ w_cvar(id, sn, NONE, guidegoal) \
+ w_cvar(id, sn, NONE, guiderate) \
+ w_cvar(id, sn, NONE, guideratedelay) \
+ w_cvar(id, sn, NONE, guidestop) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, remote_damage) \
+ w_cvar(id, sn, NONE, remote_edgedamage) \
+ w_cvar(id, sn, NONE, remote_force) \
+ w_cvar(id, sn, NONE, remote_radius) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, speedaccel) \
+ w_cvar(id, sn, 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) \
#define ELECTRO_SETTINGS(w_cvar,w_prop) ELECTRO_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, PRI, comboradius) \
+ w_cvar(id, sn, PRI, midaircombo_explode) \
+ w_cvar(id, sn, PRI, midaircombo_interval) \
+ w_cvar(id, sn, PRI, midaircombo_radius) \
+ w_cvar(id, sn, SEC, bouncefactor) \
+ w_cvar(id, sn, SEC, bouncestop) \
+ w_cvar(id, sn, SEC, count) \
+ w_cvar(id, sn, SEC, damageforcescale) \
+ w_cvar(id, sn, SEC, damagedbycontents) \
+ w_cvar(id, sn, SEC, health) \
+ w_cvar(id, sn, SEC, refire2) \
+ w_cvar(id, sn, SEC, speed_up) \
+ w_cvar(id, sn, SEC, speed_z) \
+ w_cvar(id, sn, SEC, touchexplode) \
+ w_cvar(id, sn, NONE, combo_comboradius) \
+ w_cvar(id, sn, NONE, combo_comboradius_thruwall) \
+ w_cvar(id, sn, NONE, combo_damage) \
+ w_cvar(id, sn, NONE, combo_edgedamage) \
+ w_cvar(id, sn, NONE, combo_force) \
+ w_cvar(id, sn, NONE, combo_radius) \
+ w_cvar(id, sn, NONE, combo_speed) \
+ w_cvar(id, sn, 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) \
#define FIREBALL_SETTINGS(w_cvar,w_prop) FIREBALL_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, damageforcescale) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, laserburntime) \
+ w_cvar(id, sn, BOTH, laserdamage) \
+ w_cvar(id, sn, BOTH, laseredgedamage) \
+ w_cvar(id, sn, BOTH, laserradius) \
+ w_cvar(id, sn, PRI, edgedamage) \
+ w_cvar(id, sn, PRI, force) \
+ w_cvar(id, sn, PRI, radius) \
+ w_cvar(id, sn, PRI, health) \
+ w_cvar(id, sn, PRI, refire2) \
+ w_cvar(id, sn, PRI, bfgdamage) \
+ w_cvar(id, sn, PRI, bfgforce) \
+ w_cvar(id, sn, PRI, bfgradius) \
+ w_cvar(id, sn, SEC, damagetime) \
+ w_cvar(id, sn, SEC, speed_up) \
+ w_cvar(id, sn, SEC, speed_z) \
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) \
#define HAGAR_SETTINGS(w_cvar,w_prop) HAGAR_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, damageforcescale) \
+ w_cvar(id, sn, BOTH, health) \
+ w_cvar(id, sn, PRI, lifetime) \
+ w_cvar(id, sn, SEC, load) \
+ w_cvar(id, sn, SEC, load_max) \
+ w_cvar(id, sn, SEC, load_abort) \
+ w_cvar(id, sn, SEC, load_animtime) \
+ w_cvar(id, sn, SEC, load_hold) \
+ w_cvar(id, sn, SEC, load_speed) \
+ w_cvar(id, sn, SEC, load_releasedeath) \
+ w_cvar(id, sn, SEC, load_spread) \
+ w_cvar(id, sn, SEC, load_spread_bias) \
+ w_cvar(id, sn, SEC, load_linkexplode) \
+ w_cvar(id, sn, SEC, lifetime_min) \
+ w_cvar(id, sn, SEC, lifetime_rand) \
+ w_cvar(id, sn, 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) \
#define HLAC_SETTINGS(w_cvar,w_prop) HLAC_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread_crouchmod) \
+ w_cvar(id, sn, PRI, spread_add) \
+ w_cvar(id, sn, PRI, spread_max) \
+ w_cvar(id, sn, PRI, spread_min) \
+ w_cvar(id, sn, NONE, secondary) \
+ w_cvar(id, sn, SEC, shots) \
+ w_cvar(id, sn, 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) \
#define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, PRI, hooked_ammo) \
+ w_cvar(id, sn, PRI, hooked_time_free) \
+ w_cvar(id, sn, PRI, hooked_time_max) \
+ w_cvar(id, sn, SEC, damage) \
+ w_cvar(id, sn, SEC, duration) \
+ w_cvar(id, sn, SEC, edgedamage) \
+ w_cvar(id, sn, SEC, force) \
+ w_cvar(id, sn, SEC, gravity) \
+ w_cvar(id, sn, SEC, lifetime) \
+ w_cvar(id, sn, SEC, power) \
+ w_cvar(id, sn, SEC, radius) \
+ w_cvar(id, sn, SEC, speed) \
+ w_cvar(id, sn, SEC, health) \
+ w_cvar(id, sn, SEC, damageforcescale) \
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) \
#define UZI_SETTINGS(w_cvar,w_prop) UZI_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, spread_min) \
+ w_cvar(id, sn, NONE, spread_max) \
+ w_cvar(id, sn, NONE, spread_add) \
+ w_cvar(id, sn, NONE, mode) \
+ w_cvar(id, sn, NONE, bulletconstant) \
+ w_cvar(id, sn, NONE, first) \
+ w_cvar(id, sn, NONE, first_damage) \
+ w_cvar(id, sn, NONE, first_force) \
+ w_cvar(id, sn, NONE, first_refire) \
+ w_cvar(id, sn, NONE, first_spread) \
+ w_cvar(id, sn, NONE, first_ammo) \
+ w_cvar(id, sn, NONE, sustained_damage) \
+ w_cvar(id, sn, NONE, sustained_force) \
+ w_cvar(id, sn, NONE, sustained_refire) \
+ w_cvar(id, sn, NONE, sustained_spread) \
+ w_cvar(id, sn, NONE, sustained_ammo) \
+ w_cvar(id, sn, NONE, burst) \
+ w_cvar(id, sn, NONE, burst_refire) \
+ w_cvar(id, sn, NONE, burst_refire2) \
+ w_cvar(id, sn, NONE, burst_animtime) \
+ w_cvar(id, sn, NONE, burst_speed) \
+ w_cvar(id, sn, 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) \
#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, detonatedelay) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, lifetime_countdown) \
+ w_cvar(id, sn, NONE, limit) \
+ w_cvar(id, sn, NONE, protection) \
+ w_cvar(id, sn, NONE, proximityradius) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, remote_damage) \
+ w_cvar(id, sn, NONE, remote_edgedamage) \
+ w_cvar(id, sn, NONE, remote_force) \
+ w_cvar(id, sn, NONE, remote_radius) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, 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) \
#define MINSTANEX_SETTINGS(w_cvar,w_prop) MINSTANEX_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, PRI, ammo) \
+ w_cvar(id, sn, PRI, animtime) \
+ w_cvar(id, sn, PRI, refire) \
+ w_cvar(id, sn, SEC, ammo) \
+ w_cvar(id, sn, SEC, animtime) \
+ w_cvar(id, sn, SEC, damage) \
+ w_cvar(id, sn, SEC, delay) \
+ w_cvar(id, sn, SEC, edgedamage) \
+ w_cvar(id, sn, SEC, force) \
+ w_cvar(id, sn, SEC, lifetime) \
+ w_cvar(id, sn, SEC, radius) \
+ w_cvar(id, sn, SEC, refire) \
+ w_cvar(id, sn, SEC, shotangle) \
+ w_cvar(id, sn, SEC, speed) \
+ w_cvar(id, sn, 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) \
#define MORTAR_SETTINGS(w_cvar,w_prop) MORTAR_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, NONE, bouncefactor) \
+ w_cvar(id, sn, NONE, bouncestop) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, damageforcescale) \
+ w_cvar(id, sn, BOTH, edgedamage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, health) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, SEC, lifetime_bounce) \
+ w_cvar(id, sn, BOTH, lifetime_stick) \
+ w_cvar(id, sn, BOTH, radius) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, SEC, remote_detonateprimary) \
+ w_cvar(id, sn, PRI, remote_minbouncecnt) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, speed_up) \
+ w_cvar(id, sn, BOTH, speed_z) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, 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) \
#define NEX_SETTINGS(w_cvar,w_prop) NEX_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, damagefalloff_mindist) \
+ w_cvar(id, sn, BOTH, damagefalloff_maxdist) \
+ w_cvar(id, sn, BOTH, damagefalloff_halflife) \
+ w_cvar(id, sn, BOTH, damagefalloff_forcehalflife) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, NONE, charge) \
+ w_cvar(id, sn, NONE, charge_mindmg) \
+ w_cvar(id, sn, NONE, charge_shot_multiplier) \
+ w_cvar(id, sn, NONE, charge_animlimit) \
+ w_cvar(id, sn, NONE, charge_limit) \
+ w_cvar(id, sn, NONE, charge_rate) \
+ w_cvar(id, sn, NONE, charge_rot_rate) \
+ w_cvar(id, sn, NONE, charge_rot_pause) \
+ w_cvar(id, sn, NONE, charge_start) \
+ w_cvar(id, sn, NONE, charge_minspeed) \
+ w_cvar(id, sn, NONE, charge_maxspeed) \
+ w_cvar(id, sn, NONE, charge_velocity_rate) \
+ w_cvar(id, sn, NONE, secondary) \
+ w_cvar(id, sn, SEC, chargepool) \
+ w_cvar(id, sn, SEC, chargepool_regen) \
+ w_cvar(id, sn, 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) \
#define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, NONE, secondary) \
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) \
#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, BOTH, ammo) \
+ w_cvar(id, sn, BOTH, animtime) \
+ w_cvar(id, sn, BOTH, bulletconstant) \
+ w_cvar(id, sn, BOTH, bullethail) \
+ w_cvar(id, sn, BOTH, burstcost) \
+ w_cvar(id, sn, BOTH, damage) \
+ w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, BOTH, lifetime) \
+ w_cvar(id, sn, BOTH, refire) \
+ w_cvar(id, sn, BOTH, shots) \
+ w_cvar(id, sn, BOTH, speed) \
+ w_cvar(id, sn, BOTH, spread) \
+ w_cvar(id, sn, BOTH, tracer) \
+ w_cvar(id, sn, NONE, bursttime) \
+ w_cvar(id, sn, NONE, secondary) \
+ w_cvar(id, sn, 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) \
#define SEEKER_SETTINGS(w_cvar,w_prop) SEEKER_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, NONE, type) \
+ w_cvar(id, sn, NONE, flac_ammo) \
+ w_cvar(id, sn, NONE, flac_animtime) \
+ w_cvar(id, sn, NONE, flac_damage) \
+ w_cvar(id, sn, NONE, flac_edgedamage) \
+ w_cvar(id, sn, NONE, flac_force) \
+ w_cvar(id, sn, NONE, flac_lifetime) \
+ w_cvar(id, sn, NONE, flac_lifetime_rand) \
+ w_cvar(id, sn, NONE, flac_radius) \
+ w_cvar(id, sn, NONE, flac_refire) \
+ w_cvar(id, sn, NONE, flac_speed) \
+ w_cvar(id, sn, NONE, flac_speed_up) \
+ w_cvar(id, sn, NONE, flac_speed_z) \
+ w_cvar(id, sn, NONE, flac_spread) \
+ w_cvar(id, sn, NONE, missile_accel) \
+ w_cvar(id, sn, NONE, missile_ammo) \
+ w_cvar(id, sn, NONE, missile_animtime) \
+ w_cvar(id, sn, NONE, missile_count) \
+ w_cvar(id, sn, NONE, missile_damage) \
+ w_cvar(id, sn, NONE, missile_damageforcescale) \
+ w_cvar(id, sn, NONE, missile_decel) \
+ w_cvar(id, sn, NONE, missile_delay) \
+ w_cvar(id, sn, NONE, missile_edgedamage) \
+ w_cvar(id, sn, NONE, missile_force) \
+ w_cvar(id, sn, NONE, missile_health) \
+ w_cvar(id, sn, NONE, missile_lifetime) \
+ w_cvar(id, sn, NONE, missile_proxy) \
+ w_cvar(id, sn, NONE, missile_proxy_delay) \
+ w_cvar(id, sn, NONE, missile_proxy_maxrange) \
+ w_cvar(id, sn, NONE, missile_radius) \
+ w_cvar(id, sn, NONE, missile_refire) \
+ w_cvar(id, sn, NONE, missile_smart) \
+ w_cvar(id, sn, NONE, missile_smart_mindist) \
+ w_cvar(id, sn, NONE, missile_smart_trace_max) \
+ w_cvar(id, sn, NONE, missile_smart_trace_min) \
+ w_cvar(id, sn, NONE, missile_speed) \
+ w_cvar(id, sn, NONE, missile_speed_max) \
+ w_cvar(id, sn, NONE, missile_speed_up) \
+ w_cvar(id, sn, NONE, missile_speed_z) \
+ w_cvar(id, sn, NONE, missile_spread) \
+ w_cvar(id, sn, NONE, missile_turnrate) \
+ w_cvar(id, sn, NONE, tag_ammo) \
+ w_cvar(id, sn, NONE, tag_animtime) \
+ w_cvar(id, sn, NONE, tag_damageforcescale) \
+ w_cvar(id, sn, NONE, tag_health) \
+ w_cvar(id, sn, NONE, tag_lifetime) \
+ w_cvar(id, sn, NONE, tag_refire) \
+ w_cvar(id, sn, NONE, tag_speed) \
+ w_cvar(id, sn, NONE, tag_spread) \
+ w_cvar(id, sn, 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) \
#define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
#define SHOCKWAVE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, MO_NONE, blast_animtime) \
- 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_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_refire) \
- 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, NONE, blast_animtime) \
+ w_cvar(id, sn, NONE, blast_damage) \
+ w_cvar(id, sn, NONE, blast_distance) \
+ w_cvar(id, sn, NONE, blast_edgedamage) \
+ w_cvar(id, sn, NONE, blast_force) \
+ w_cvar(id, sn, NONE, blast_force_forwardbias) \
+ w_cvar(id, sn, NONE, blast_force_zscale) \
+ w_cvar(id, sn, NONE, blast_jump_damage) \
+ w_cvar(id, sn, NONE, blast_jump_edgedamage) \
+ w_cvar(id, sn, NONE, blast_jump_force) \
+ w_cvar(id, sn, NONE, blast_jump_force_velocitybias) \
+ w_cvar(id, sn, NONE, blast_jump_force_zscale) \
+ w_cvar(id, sn, NONE, blast_jump_multiplier_accuracy) \
+ w_cvar(id, sn, NONE, blast_jump_multiplier_distance) \
+ w_cvar(id, sn, NONE, blast_jump_multiplier_min) \
+ w_cvar(id, sn, NONE, blast_jump_radius) \
+ w_cvar(id, sn, NONE, blast_multiplier_accuracy) \
+ w_cvar(id, sn, NONE, blast_multiplier_distance) \
+ w_cvar(id, sn, NONE, blast_multiplier_min) \
+ w_cvar(id, sn, NONE, blast_refire) \
+ w_cvar(id, sn, NONE, blast_splash_damage) \
+ w_cvar(id, sn, NONE, blast_splash_edgedamage) \
+ w_cvar(id, sn, NONE, blast_splash_force) \
+ w_cvar(id, sn, NONE, blast_splash_force_forwardbias) \
+ w_cvar(id, sn, NONE, blast_splash_multiplier_accuracy) \
+ w_cvar(id, sn, NONE, blast_splash_multiplier_distance) \
+ w_cvar(id, sn, NONE, blast_splash_multiplier_min) \
+ w_cvar(id, sn, NONE, blast_splash_radius) \
+ w_cvar(id, sn, NONE, blast_spread_max) \
+ w_cvar(id, sn, NONE, blast_spread_min) \
+ w_cvar(id, sn, NONE, melee_animtime) \
+ w_cvar(id, sn, NONE, melee_damage) \
+ w_cvar(id, sn, NONE, melee_delay) \
+ w_cvar(id, sn, NONE, melee_force) \
+ w_cvar(id, sn, NONE, melee_multihit) \
+ w_cvar(id, sn, NONE, melee_no_doubleslap) \
+ w_cvar(id, sn, NONE, melee_nonplayerdamage) \
+ w_cvar(id, sn, NONE, melee_range) \
+ w_cvar(id, sn, NONE, melee_refire) \
+ w_cvar(id, sn, NONE, melee_swing_side) \
+ w_cvar(id, sn, NONE, melee_swing_up) \
+ w_cvar(id, sn, NONE, melee_time) \
+ w_cvar(id, sn, NONE, melee_traces) \
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) \
#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, 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_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, attenuation) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
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) \
// =====================
// create cvars for weapon settings
-#define WEP_ADD_CVAR_MO_PRI(wepname,name) final float autocvar_g_balance_##wepname##_primary_##name;
-#define WEP_ADD_CVAR_MO_SEC(wepname,name) final float autocvar_g_balance_##wepname##_secondary_##name;
-#define WEP_ADD_CVAR_MO_BOTH(wepname,name) \
+#define WEP_ADD_CVAR_PRI(wepname,name) final float autocvar_g_balance_##wepname##_primary_##name;
+#define WEP_ADD_CVAR_SEC(wepname,name) final float autocvar_g_balance_##wepname##_secondary_##name;
+#define WEP_ADD_CVAR_BOTH(wepname,name) \
final float autocvar_g_balance_##wepname##_primary_##name; \
final float autocvar_g_balance_##wepname##_secondary_##name;
-#define WEP_ADD_CVAR_MO_NONE(wepname,name) final float autocvar_g_balance_##wepname##_##name;
+#define WEP_ADD_CVAR_NONE(wepname,name) final float autocvar_g_balance_##wepname##_##name;
#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
// create properties for weapon settings