CLASS(OverkillMachineGun, Weapon)
/* spawnfunc */ ATTRIB(OverkillMachineGun, m_canonical_spawnfunc, string, "weapon_okmachinegun");
-/* ammotype */ ATTRIB(OverkillMachineGun, ammo_type, int, RESOURCE_BULLETS);
+/* ammotype */ ATTRIB(OverkillMachineGun, ammo_type, int, RES_BULLETS);
/* impulse */ ATTRIB(OverkillMachineGun, impulse, int, 3);
-/* flags */ ATTRIB(OverkillMachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS | WEP_FLAG_MUTATORBLOCKED);
+/* 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);
+/* 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);
P(class, prefix, delay, float, SEC) \
P(class, prefix, edgedamage, float, SEC) \
P(class, prefix, force, float, SEC) \
+ P(class, prefix, force_zscale, float, SEC) \
P(class, prefix, lifetime, float, SEC) \
P(class, prefix, radius, float, SEC) \
P(class, prefix, refire, float, SEC) \