CLASS(Crylink, Weapon)
/* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink");
CLASS(Crylink, Weapon)
/* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink");
-/* ammotype */ ATTRIB(Crylink, ammo_type, int, RESOURCE_CELLS);
+/* ammotype */ ATTRIB(Crylink, ammo_type, int, RES_CELLS);
/* impulse */ ATTRIB(Crylink, impulse, int, 6);
/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB);
/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
/* impulse */ ATTRIB(Crylink, impulse, int, 6);
/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB);
/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
/* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
#ifdef GAMEQC
/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
/* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
#ifdef GAMEQC
/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
+/* flash mdl */ ATTRIB(Crylink, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Crylink, m_muzzleeffect, entity, EFFECT_CRYLINK_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
#endif
/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);