CLASS(Arc, Weapon)
/* spawnfunc */ ATTRIB(Arc, m_canonical_spawnfunc, string, "weapon_arc");
-/* ammotype */ ATTRIB(Arc, ammo_type, int, RESOURCE_CELLS);
+/* ammotype */ ATTRIB(Arc, ammo_type, int, RES_CELLS);
/* impulse */ ATTRIB(Arc, impulse, int, 3);
/* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
/* modelname */ ATTRIB(Arc, mdl, string, "arc");
#ifdef GAMEQC
/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+/* flash mdl */ ATTRIB(Arc, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Arc, m_muzzleeffect, entity, EFFECT_ARC_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);