/* spawnfunc */ ATTRIB(Electro, m_canonical_spawnfunc, string, "weapon_electro");
/* ammotype */ ATTRIB(Electro, ammo_type, int, RES_CELLS);
/* impulse */ ATTRIB(Electro, impulse, int, 5);
-/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000);
/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
/* modelname */ ATTRIB(Electro, mdl, string, "electro");
#ifdef GAMEQC
/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
+/* flash mdl */ ATTRIB(Electro, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Electro, m_muzzleeffect, entity, EFFECT_ELECTRO_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
P(class, prefix, combo_comboradius, float, NONE) \
P(class, prefix, combo_comboradius_thruwall, float, NONE) \
P(class, prefix, combo_damage, float, NONE) \
+ P(class, prefix, combo_damage_interval, float, NONE) \
+ P(class, prefix, combo_duration, float, NONE) \
P(class, prefix, combo_edgedamage, float, NONE) \
P(class, prefix, combo_force, float, NONE) \
P(class, prefix, combo_radius, float, NONE) \
+ P(class, prefix, combo_power, float, NONE) \
P(class, prefix, combo_safeammocheck, float, NONE) \
P(class, prefix, combo_speed, float, NONE) \
P(class, prefix, count, float, SEC) \
SPAWNFUNC_WEAPON(weapon_electro, WEP_ELECTRO)
#ifdef SVQC
+.float dmg;
+.float dmg_edge;
+.float dmg_radius;
+.float dmg_force;
+.float dmg_power;
+.float dmg_duration;
+.float dmg_last;
+.float dmg_interval;
+
.float electro_count;
.float electro_secondarytime;
void W_Electro_ExplodeCombo(entity this);