#pragma once
CLASS(Seeker, Weapon)
-/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
+/* spawnfunc */ ATTRIB(Seeker, m_canonical_spawnfunc, string, "weapon_seeker");
+/* ammotype */ ATTRIB(Seeker, ammo_type, Resource, RES_ROCKETS);
/* impulse */ ATTRIB(Seeker, impulse, int, 8);
/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000);
/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
#ifdef GAMEQC
/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
+/* flash mdl */ ATTRIB(Seeker, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Seeker, m_muzzleeffect, entity, EFFECT_SEEKER_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
ENDCLASS(Seeker)
REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
+SPAWNFUNC_WEAPON(weapon_seeker, WEP_SEEKER)
+
#ifdef SVQC
.entity tag_target, wps_tag_tracker;
.float tag_time;