CLASS(Arc, Weapon)
/* spawnfunc */ ATTRIB(Arc, m_canonical_spawnfunc, string, "weapon_arc");
-/* ammotype */ ATTRIB(Arc, ammo_type, int, RESOURCE_CELLS);
+/* ammotype */ ATTRIB(Arc, ammo_type, Resource, RES_CELLS);
/* impulse */ ATTRIB(Arc, impulse, int, 3);
/* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
/* modelname */ ATTRIB(Arc, mdl, string, "arc");
#ifdef GAMEQC
/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+/* flash mdl */ ATTRIB(Arc, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Arc, m_muzzleeffect, entity, EFFECT_ARC_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
BEGIN(class) \
P(class, prefix, bolt, float, NONE) \
P(class, prefix, bolt_ammo, float, NONE) \
+ P(class, prefix, bolt_bounce_count, float, NONE) \
+ P(class, prefix, bolt_bounce_explode, float, NONE) \
+ P(class, prefix, bolt_bounce_lifetime, float, NONE) \
+ P(class, prefix, bolt_count, float, NONE) \
P(class, prefix, bolt_damageforcescale, float, NONE) \
P(class, prefix, bolt_damage, float, NONE) \
P(class, prefix, bolt_edgedamage, float, NONE) \
P(class, prefix, bolt_lifetime, float, NONE) \
P(class, prefix, bolt_radius, float, NONE) \
P(class, prefix, bolt_refire, float, NONE) \
+ P(class, prefix, bolt_refire2, float, NONE) \
P(class, prefix, bolt_speed, float, NONE) \
P(class, prefix, bolt_spread, float, NONE) \
P(class, prefix, beam_ammo, float, NONE) \