+/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
+/* refname */ ATTRIB(HLAC, netname, string, "hlac");
+/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shots, float, SEC) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, spread, float, SEC) \
+ P(class, prefix, spread_add, float, PRI) \
+ P(class, prefix, spread_crouchmod, float, BOTH) \
+ P(class, prefix, spread_max, float, PRI) \
+ P(class, prefix, spread_min, float, PRI) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, HLAC, hlac)
+#undef X
+
+ENDCLASS(HLAC)
+REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
+
+