#pragma once
CLASS(Arc, Weapon)
-/* ammotype */ ATTRIB(Arc, ammo_type, int, RESOURCE_CELLS);
+/* spawnfunc */ ATTRIB(Arc, m_canonical_spawnfunc, string, "weapon_arc");
+/* ammotype */ ATTRIB(Arc, ammo_type, int, RES_CELLS);
/* impulse */ ATTRIB(Arc, impulse, int, 3);
/* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
ENDCLASS(Arc)
REGISTER_WEAPON(ARC, arc, NEW(Arc));
+SPAWNFUNC_WEAPON(weapon_arc, WEP_ARC)
#ifdef GAMEQC
const float ARC_MAX_SEGMENTS = 20;
.float beam_heat; // (beam) amount of heat produced
.float arc_overheat; // (dropped arc/player) time during which it's too hot
.float arc_cooldown; // (dropped arc/player) cooling speed
-.float arc_heat_percent = _STAT(ARC_HEAT);
+.float arc_heat_percent;
.float arc_smoke_sound;
#endif
#ifdef CSQC