#pragma once
+
+CLASS(Electro, Weapon)
+/* spawnfunc */ ATTRIB(Electro, m_canonical_spawnfunc, string, "weapon_electro");
+/* ammotype */ ATTRIB(Electro, ammo_type, int, RES_CELLS);
+/* impulse */ ATTRIB(Electro, impulse, int, 5);
+/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000);
+/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
+/* modelname */ ATTRIB(Electro, mdl, string, "electro");
+#ifdef GAMEQC
+/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
+#endif
+/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
+/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
+/* refname */ ATTRIB(Electro, netname, string, "electro");
+/* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncefactor, float, SEC) \
+ P(class, prefix, bouncestop, float, SEC) \
+ P(class, prefix, comboradius, float, PRI) \
+ P(class, prefix, combo_comboradius, float, NONE) \
+ P(class, prefix, combo_comboradius_thruwall, float, NONE) \
+ P(class, prefix, combo_damage, float, NONE) \
+ P(class, prefix, combo_duration, float, NONE) \
+ P(class, prefix, combo_edgedamage, float, NONE) \
+ P(class, prefix, combo_force, float, NONE) \
+ P(class, prefix, combo_radius, float, NONE) \
+ P(class, prefix, combo_power, float, NONE) \
+ P(class, prefix, combo_safeammocheck, float, NONE) \
+ P(class, prefix, combo_speed, float, NONE) \
+ P(class, prefix, count, float, SEC) \
+ P(class, prefix, damagedbycontents, float, SEC) \
+ P(class, prefix, damageforcescale, float, SEC) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, SEC) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, midaircombo_explode, float, PRI) \
+ P(class, prefix, midaircombo_interval, float, PRI) \
+ P(class, prefix, midaircombo_radius, float, PRI) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire2, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, SEC) \
+ P(class, prefix, speed_z, float, SEC) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, stick, float, SEC) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, touchexplode, float, SEC) \
+ 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, Electro, electro)
+#undef X
+
+ENDCLASS(Electro)
+REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
+
+SPAWNFUNC_WEAPON(weapon_electro, WEP_ELECTRO)
+
+#ifdef SVQC
+.float dmg;
+.float dmg_edge;
+.float dmg_radius;
+.float dmg_force;
+.float dmg_power;
+.float dmg_duration;
+.float dmg_last;
+
+.float electro_count;
+.float electro_secondarytime;
+void W_Electro_ExplodeCombo(entity this);
+#endif