#pragma once
CLASS(OverkillShotgun, Weapon)
-/* ammotype */ ATTRIB(OverkillShotgun, ammo_field, .int, ammo_shells);
+/* 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);
/* rating */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
/* color */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
#ifdef GAMEQC
-/* model */ ATTRIB(OverkillShotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+/* model */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM);
#endif
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
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) \