+#include "shockwave.qh"
#ifndef IMPLEMENTATION
CLASS(Shockwave, Weapon)
-/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
-/* impulse */ ATTRIB(Shockwave, impulse, int, 2)
-/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
+/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none);
+/* impulse */ ATTRIB(Shockwave, impulse, int, 2);
+/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
#endif
/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");