#pragma once
CLASS(Mortar, Weapon)
-/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets);
+/* spawnfunc */ ATTRIB(Mortar, m_canonical_spawnfunc, string, "weapon_mortar");
+/* ammotype */ ATTRIB(Mortar, ammo_type, int, RES_ROCKETS);
/* impulse */ ATTRIB(Mortar, impulse, int, 4);
-/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NOTRUEAIM);
/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
ENDCLASS(Mortar)
REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
+SPAWNFUNC_WEAPON(weapon_mortar, WEP_MORTAR)
+SPAWNFUNC_WEAPON(weapon_grenadelauncher, WEP_MORTAR)
#ifdef SVQC
.float gl_detonate_later;