#pragma once
CLASS(Crylink, Weapon)
-/* ammotype */ ATTRIB(Crylink, ammo_type, int, RESOURCE_CELLS);
+/* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink");
+/* ammotype */ ATTRIB(Crylink, ammo_type, int, RES_CELLS);
/* impulse */ ATTRIB(Crylink, impulse, int, 6);
-/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB | WEP_FLAG_NODUAL);
+/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB);
/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
/* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
/* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
#ifdef GAMEQC
/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
+/* flash mdl */ ATTRIB(Crylink, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Crylink, m_muzzleeffect, entity, EFFECT_CRYLINK_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
ENDCLASS(Crylink)
REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
+SPAWNFUNC_WEAPON(weapon_crylink, WEP_CRYLINK)
+
#ifdef SVQC
.float gravity;
.float crylink_waitrelease;
.entity queuenext;
.entity queueprev;
+
+void W_Crylink_Dequeue(entity e);
#endif