CLASS(Hook, Weapon)
/* spawnfunc */ ATTRIB(Hook, m_canonical_spawnfunc, string, "weapon_hook");
-/* ammotype */ ATTRIB(Hook, ammo_type, int, RESOURCE_FUEL);
+/* ammotype */ ATTRIB(Hook, ammo_type, Resource, RES_FUEL);
/* impulse */ ATTRIB(Hook, impulse, int, 0);
-/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
/* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
#ifdef GAMEQC
/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
+/* flash mdl */ ATTRIB(Hook, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Hook, m_muzzleeffect, entity, EFFECT_HOOK_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
/* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
}
#endif
ENDCLASS(OffhandHook)
-OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
+OffhandHook OFFHAND_HOOK;
+STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
#ifdef SVQC