CLASS(Blaster, Weapon)
/* spawnfunc */ ATTRIB(Blaster, m_canonical_spawnfunc, string, "weapon_blaster");
-/* ammotype */ //ATTRIB(Blaster, ammo_type, int, RESOURCE_NONE);
+/* ammotype */ //ATTRIB(Blaster, ammo_type, int, RES_NONE);
/* impulse */ ATTRIB(Blaster, impulse, int, 1);
/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
#ifdef GAMEQC
/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
+/* flash mdl */ ATTRIB(Blaster, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Blaster, m_muzzleeffect, entity, EFFECT_BLASTER_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
CLASS(OffhandBlaster, OffhandWeapon)
ENDCLASS(OffhandBlaster)
-OffhandBlaster OFFHAND_BLASTER; STATIC_INIT(OFFHAND_BLASTER) { OFFHAND_BLASTER = NEW(OffhandBlaster); }
+OffhandBlaster OFFHAND_BLASTER;
+STATIC_INIT(OFFHAND_BLASTER) { OFFHAND_BLASTER = NEW(OffhandBlaster); }
#ifdef SVQC
.float blaster_damage;
.float blaster_edgedamage;
.float blaster_radius;
.float blaster_force;
+.float blaster_force_zscale;
.float blaster_lifetime;
// Will be demacroed after WEP_CVAR macros are also demacroed.
WEP_CVAR_SEC(weapon_name, edgedamage), \
WEP_CVAR_SEC(weapon_name, radius), \
WEP_CVAR_SEC(weapon_name, force), \
+ WEP_CVAR_SEC(weapon_name, force_zscale), \
WEP_CVAR_SEC(weapon_name, speed), \
WEP_CVAR_SEC(weapon_name, spread), \
WEP_CVAR_SEC(weapon_name, delay), \