/* spawnfunc */ ATTRIB(Shotgun, m_canonical_spawnfunc, string, "weapon_shotgun");
/* ammotype */ ATTRIB(Shotgun, ammo_type, int, RES_SHELLS);
/* impulse */ ATTRIB(Shotgun, impulse, int, 2);
-/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC | WEP_FLAG_BLEED);
/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
#ifdef GAMEQC
/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+/* flash mdl */ ATTRIB(Shotgun, m_muzzlemodel, Model, MDL_SHOTGUN_MUZZLEFLASH);
+/* flash eff */ ATTRIB(Shotgun, m_muzzleeffect, entity, EFFECT_SHOTGUN_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);