CLASS(Vortex, Weapon)
/* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex");
-/* ammotype */ ATTRIB(Vortex, ammo_type, int, RES_CELLS);
+/* ammotype */ ATTRIB(Vortex, ammo_type, Resource, RES_CELLS);
/* impulse */ ATTRIB(Vortex, impulse, int, 7);
/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
/* refname */ ATTRIB(Vortex, netname, string, "vortex");
/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
+/* legacy */ ATTRIB(Vortex, m_deprecated_netname, string, "nex");
#define X(BEGIN, P, END, class, prefix) \
BEGIN(class) \
#undef X
ENDCLASS(Vortex)
-REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
+REGISTER_WEAPON(VORTEX, NEW(Vortex));
SPAWNFUNC_WEAPON(weapon_vortex, WEP_VORTEX)
SPAWNFUNC_WEAPON(weapon_nex, WEP_VORTEX)
+#ifdef CSQC
+bool autocvar_cl_particles_oldvortexbeam;
+#endif
+
#ifdef SVQC
+.float vortex_charge_rottime;
+
.float vortex_lasthit;
void W_Vortex_Charge(entity actor, .entity weaponentity, float dt);