#pragma once
CLASS(OverkillShotgun, Weapon)
-/* ammotype */ ATTRIB(OverkillShotgun, ammo_field, .int, ammo_shells);
+/* spawnfunc */ ATTRIB(OverkillShotgun, m_canonical_spawnfunc, string, "weapon_okshotgun");
+/* ammotype */ ATTRIB(OverkillShotgun, ammo_type, int, RESOURCE_SHELLS);
/* impulse */ ATTRIB(OverkillShotgun, impulse, int, 2);
-/* flags */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* flags */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED);
/* rating */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
/* color */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
#endif
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
-/* wepimg */ ATTRIB(OverkillShotgun, model2, string, "weaponshotgun");
+/* wepimg */ ATTRIB(OverkillShotgun, model2, string, "ok_weapon_shotgun");
/* refname */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
/* wepname */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));
P(class, prefix, refire, float, PRI) \
P(class, prefix, solidpenetration, float, PRI) \
P(class, prefix, spread, 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) \
ENDCLASS(OverkillShotgun)
REGISTER_WEAPON(OVERKILL_SHOTGUN, okshotgun, NEW(OverkillShotgun));
+
+//SPAWNFUNC_WEAPON(weapon_okshotgun, WEP_OVERKILL_SHOTGUN)