#pragma once
CLASS(Hagar, Weapon)
-/* ammotype */ ATTRIB(Hagar, ammo_type, int, RESOURCE_ROCKETS);
+/* spawnfunc */ ATTRIB(Hagar, m_canonical_spawnfunc, string, "weapon_hagar");
+/* ammotype */ ATTRIB(Hagar, ammo_type, Resource, RES_ROCKETS);
/* impulse */ ATTRIB(Hagar, impulse, int, 8);
/* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000);
/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
#ifdef GAMEQC
/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
+/* flash mdl */ ATTRIB(Hagar, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Hagar, m_muzzleeffect, entity, EFFECT_HAGAR_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
ENDCLASS(Hagar)
REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
+
+SPAWNFUNC_WEAPON(weapon_hagar, WEP_HAGAR)