CLASS(Crylink, Weapon)
/* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink");
-/* ammotype */ ATTRIB(Crylink, ammo_type, int, RESOURCE_CELLS);
+/* 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);
/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
.entity queuenext;
.entity queueprev;
+
+void W_Crylink_Dequeue(entity e);
#endif