/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
-/* wepname */ ATTRIB(MachineGun, message, string, _("MachineGun"));
+/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
ENDCLASS(MachineGun)
REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
- weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
+ weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
return;
}
- weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
+ weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
}
spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }