#pragma once
CLASS(MachineGun, Weapon)
-/* ammotype */ ATTRIB(MachineGun, ammo_type, int, RESOURCE_BULLETS);
+/* spawnfunc */ ATTRIB(MachineGun, m_canonical_spawnfunc, string, "weapon_machinegun");
+/* ammotype */ ATTRIB(MachineGun, ammo_type, int, RES_BULLETS);
/* impulse */ ATTRIB(MachineGun, impulse, int, 3);
-/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
+/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS | WEP_FLAG_BLEED);
/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000);
/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
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) \
ENDCLASS(MachineGun)
REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
-#ifdef SVQC
-spawnfunc(weapon_machinegun);
-#endif
+SPAWNFUNC_WEAPON(weapon_machinegun, WEP_MACHINEGUN)
+SPAWNFUNC_WEAPON(weapon_uzi, WEP_MACHINEGUN)