P(class, prefix, burst_animtime, float, NONE) \
P(class, prefix, burst_refire2, float, NONE) \
P(class, prefix, burst_refire, float, NONE) \
- P(class, prefix, burst_speed, float, NONE) \
+ P(class, prefix, burst_spread, float, NONE) \
P(class, prefix, first, float, NONE) \
P(class, prefix, first_ammo, float, NONE) \
P(class, prefix, first_damage, float, NONE) \