CLASS(Vortex, Weapon)
/* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex");
-/* ammotype */ ATTRIB(Vortex, ammo_type, int, RES_CELLS);
+/* ammotype */ ATTRIB(Vortex, ammo_type, Resource, 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);
/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
#ifdef GAMEQC
/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
+/* flash mdl */ ATTRIB(Vortex, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Vortex, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
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) \
SPAWNFUNC_WEAPON(weapon_vortex, WEP_VORTEX)
SPAWNFUNC_WEAPON(weapon_nex, WEP_VORTEX)
+#ifdef CSQC
+bool autocvar_cl_particles_oldvortexbeam;
+#endif
+
#ifdef SVQC
+.float vortex_charge_rottime;
+
.float vortex_lasthit;
+
+void W_Vortex_Charge(entity actor, .entity weaponentity, float dt);
#endif