/* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
/* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
/* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
-/* wepname */ ATTRIB(HeavyMachineGun, message, string, _("Heavy Machine Gun"));
+/* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
ENDCLASS(HeavyMachineGun)
REGISTER_WEAPON(HMG, NEW(HeavyMachineGun));
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(WEP_HMG.m_id); }
+spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, int slot, int fire)
{