CLASS(Vortex, Weapon)
/* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex");
-/* ammotype */ ATTRIB(Vortex, ammo_type, int, RESOURCE_CELLS);
+/* ammotype */ ATTRIB(Vortex, ammo_type, int, RES_CELLS);
/* impulse */ ATTRIB(Vortex, impulse, int, 7);
/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
P(class, prefix, chargepool_pause_regen, float, SEC) \
P(class, prefix, chargepool_regen, float, SEC) \
P(class, prefix, charge, float, NONE) \
+ P(class, prefix, charge_always, float, NONE) \
P(class, prefix, charge_animlimit, float, NONE) \
P(class, prefix, charge_limit, float, NONE) \
P(class, prefix, charge_maxspeed, float, NONE) \
#ifdef SVQC
.float vortex_lasthit;
+
+void W_Vortex_Charge(entity actor, .entity weaponentity, float dt);
#endif