From: Samual Lenks Date: Mon, 9 Dec 2013 22:34:08 +0000 (-0500) Subject: Clean up settings lists slightly X-Git-Tag: xonotic-v0.8.0~152^2~268 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=1322163d80b16cd7d19098667a545999cd96de7d;p=xonotic%2Fxonotic-data.pk3dir.git Clean up settings lists slightly --- diff --git a/qcsrc/common/weapons/w_arc.qc b/qcsrc/common/weapons/w_arc.qc index ec7b962bc..1ed5faae2 100644 --- a/qcsrc/common/weapons/w_arc.qc +++ b/qcsrc/common/weapons/w_arc.qc @@ -11,23 +11,24 @@ REGISTER_WEAPON( /* 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]; diff --git a/qcsrc/common/weapons/w_blaster.qc b/qcsrc/common/weapons/w_blaster.qc index fb8c7db07..cd8ba5d20 100644 --- a/qcsrc/common/weapons/w_blaster.qc +++ b/qcsrc/common/weapons/w_blaster.qc @@ -11,26 +11,27 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_crylink.qc b/qcsrc/common/weapons/w_crylink.qc index b0814fb38..a47feb19a 100644 --- a/qcsrc/common/weapons/w_crylink.qc +++ b/qcsrc/common/weapons/w_crylink.qc @@ -11,39 +11,40 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_devastator.qc b/qcsrc/common/weapons/w_devastator.qc index 0b1fc5ec2..e9833f598 100644 --- a/qcsrc/common/weapons/w_devastator.qc +++ b/qcsrc/common/weapons/w_devastator.qc @@ -11,37 +11,38 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_electro.qc b/qcsrc/common/weapons/w_electro.qc index 7a2a7a0ac..4982e051e 100644 --- a/qcsrc/common/weapons/w_electro.qc +++ b/qcsrc/common/weapons/w_electro.qc @@ -11,46 +11,47 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_fireball.qc b/qcsrc/common/weapons/w_fireball.qc index 179559712..a3a144279 100644 --- a/qcsrc/common/weapons/w_fireball.qc +++ b/qcsrc/common/weapons/w_fireball.qc @@ -11,36 +11,37 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_hagar.qc b/qcsrc/common/weapons/w_hagar.qc index 9fdc970d5..ef334d9df 100644 --- a/qcsrc/common/weapons/w_hagar.qc +++ b/qcsrc/common/weapons/w_hagar.qc @@ -11,38 +11,39 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_hlac.qc b/qcsrc/common/weapons/w_hlac.qc index cc71080a5..b49274c65 100644 --- a/qcsrc/common/weapons/w_hlac.qc +++ b/qcsrc/common/weapons/w_hlac.qc @@ -11,30 +11,31 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_hook.qc b/qcsrc/common/weapons/w_hook.qc index eb7491e7d..a45fa6b5d 100644 --- a/qcsrc/common/weapons/w_hook.qc +++ b/qcsrc/common/weapons/w_hook.qc @@ -11,31 +11,32 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_machinegun.qc b/qcsrc/common/weapons/w_machinegun.qc index e3907b179..f2c28d771 100644 --- a/qcsrc/common/weapons/w_machinegun.qc +++ b/qcsrc/common/weapons/w_machinegun.qc @@ -11,37 +11,38 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_minelayer.qc b/qcsrc/common/weapons/w_minelayer.qc index d2aaa8a8f..ec6d8bcc4 100644 --- a/qcsrc/common/weapons/w_minelayer.qc +++ b/qcsrc/common/weapons/w_minelayer.qc @@ -10,36 +10,36 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_minstanex.qc b/qcsrc/common/weapons/w_minstanex.qc index 102c24b80..a8e238197 100644 --- a/qcsrc/common/weapons/w_minstanex.qc +++ b/qcsrc/common/weapons/w_minstanex.qc @@ -11,29 +11,30 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_mortar.qc b/qcsrc/common/weapons/w_mortar.qc index 2ebb0a7a5..dc61caa78 100644 --- a/qcsrc/common/weapons/w_mortar.qc +++ b/qcsrc/common/weapons/w_mortar.qc @@ -11,35 +11,36 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_nex.qc b/qcsrc/common/weapons/w_nex.qc index b6a4da15d..9c364113b 100644 --- a/qcsrc/common/weapons/w_nex.qc +++ b/qcsrc/common/weapons/w_nex.qc @@ -11,39 +11,40 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_porto.qc b/qcsrc/common/weapons/w_porto.qc index ee246a89b..c11f2e640 100644 --- a/qcsrc/common/weapons/w_porto.qc +++ b/qcsrc/common/weapons/w_porto.qc @@ -11,19 +11,20 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_rifle.qc b/qcsrc/common/weapons/w_rifle.qc index c92bbf35f..a7433b47c 100644 --- a/qcsrc/common/weapons/w_rifle.qc +++ b/qcsrc/common/weapons/w_rifle.qc @@ -10,31 +10,31 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_seeker.qc b/qcsrc/common/weapons/w_seeker.qc index c4dc163d8..9444723ae 100644 --- a/qcsrc/common/weapons/w_seeker.qc +++ b/qcsrc/common/weapons/w_seeker.qc @@ -11,64 +11,65 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 21ed3815b..d859f62e8 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -11,67 +11,68 @@ REGISTER_WEAPON( /* 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) diff --git a/qcsrc/common/weapons/w_tuba.qc b/qcsrc/common/weapons/w_tuba.qc index 50ee4c81d..08d5e9d96 100644 --- a/qcsrc/common/weapons/w_tuba.qc +++ b/qcsrc/common/weapons/w_tuba.qc @@ -12,21 +12,22 @@ REGISTER_WEAPON( /* 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)