/* spawnfunc */ ATTRIB(OverkillMachineGun, m_canonical_spawnfunc, string, "weapon_okmachinegun");
/* ammotype */ ATTRIB(OverkillMachineGun, ammo_type, Resource, RES_BULLETS);
/* impulse */ ATTRIB(OverkillMachineGun, impulse, int, 3);
-/* flags */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS | WEP_FLAG_MUTATORBLOCKED);
-/* rating */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
-/* color */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
+/* flags */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS | WEP_FLAG_MUTATORBLOCKED);
+/* rating */ ATTRIB(OverkillMachineGun, bot_pickupbasevalue, float, 7000);
+/* color */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
/* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
#ifdef GAMEQC
-/* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
+/* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
/* flash mdl */ ATTRIB(OverkillMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
/* flash eff */ ATTRIB(OverkillMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(OverkillMachineGun, model2, string, "ok_weapon_smg");
+/* wepimg */ ATTRIB(OverkillMachineGun, model2, string, "ok_weapon_smg");
/* refname */ ATTRIB(OverkillMachineGun, netname, string, "okmachinegun");
/* wepname */ ATTRIB(OverkillMachineGun, m_name, string, _("Overkill MachineGun"));