P(class, prefix, damagefalloff_mindist, float, PRI) \
P(class, prefix, force, float, PRI) \
P(class, prefix, refire, float, PRI) \
- P(class, prefix, ammo, float, SEC) \
- P(class, prefix, animtime, float, SEC) \
- P(class, prefix, damage, float, SEC) \
- P(class, prefix, delay, float, SEC) \
- P(class, prefix, edgedamage, float, SEC) \
- P(class, prefix, force, float, SEC) \
- P(class, prefix, force_zscale, float, SEC) \
- P(class, prefix, lifetime, float, SEC) \
- P(class, prefix, radius, float, SEC) \
- P(class, prefix, refire, float, SEC) \
- P(class, prefix, shotangle, float, SEC) \
- P(class, prefix, speed, float, SEC) \
- P(class, prefix, spread, float, SEC) \
P(class, prefix, reload_ammo, float, NONE) \
P(class, prefix, reload_time, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \