/* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails);
/* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3);
/* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
-/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, 10000);
/* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
/* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
#endif
/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
#define X(BEGIN, P, END, class, prefix) \
BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, refire, float, NONE) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, damage, float, PRI) \
+ P(class, prefix, force, float, PRI) \
+ P(class, prefix, refire, float, PRI) \
+ P(class, prefix, solidpenetration, float, PRI) \
+ P(class, prefix, spread_add, float, PRI) \
+ P(class, prefix, spread_max, float, PRI) \
+ P(class, prefix, spread_min, 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) \
+ P(class, prefix, edgedamage, float, SEC) \
+ P(class, prefix, force, float, SEC) \
+ P(class, prefix, lifetime, float, SEC) \
+ P(class, prefix, radius, float, SEC) \
+ P(class, prefix, refire, float, SEC) \
+ P(class, prefix, refire_type, float, SEC) \
+ P(class, prefix, shotangle, float, SEC) \
+ P(class, prefix, speed, float, SEC) \
+ P(class, prefix, spread, float, SEC) \
P(class, prefix, reload_ammo, float, NONE) \
P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, solidpenetration, float, NONE) \
- P(class, prefix, spread_add, float, NONE) \
- P(class, prefix, spread_max, float, NONE) \
- P(class, prefix, spread_min, float, NONE) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, weaponreplace, string, NONE) \