#pragma once
+
+CLASS(Shotgun, Weapon)
+/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
+/* impulse */ ATTRIB(Shotgun, impulse, int, 2);
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
+/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
+/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifdef GAMEQC
+/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, alt_animtime, float, SEC) \
+ P(class, prefix, alt_refire, float, SEC) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bullets, float, PRI) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, melee_delay, float, SEC) \
+ P(class, prefix, melee_multihit, float, SEC) \
+ P(class, prefix, melee_nonplayerdamage, float, SEC) \
+ P(class, prefix, melee_no_doubleslap, float, SEC) \
+ P(class, prefix, melee_range, float, SEC) \
+ P(class, prefix, melee_swing_side, float, SEC) \
+ P(class, prefix, melee_swing_up, float, SEC) \
+ P(class, prefix, melee_time, float, SEC) \
+ P(class, prefix, melee_traces, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, solidpenetration, float, PRI) \
+ P(class, prefix, spread, float, PRI) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Shotgun, shotgun)
+#undef X
+
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));