#pragma once

#ifdef GAMEQC
MODEL(OK_SHOTGUN_VIEW, W_Model("h_ok_shotgun.iqm"));
MODEL(OK_SHOTGUN_WORLD, W_Model("v_ok_shotgun.md3"));
MODEL(OK_SHOTGUN_ITEM, W_Model("g_ok_shotgun.md3"));
#endif

CLASS(OverkillShotgun, Weapon)
#ifdef SVQC
/* spawnfunc */ ATTRIB(OverkillShotgun, m_canonical_spawnfunc, string, "weapon_okshotgun");
/* rating    */ ATTRIB(OverkillShotgun, bot_pickupbasevalue, float, 6000);
#endif
/* ammotype  */ ATTRIB(OverkillShotgun, ammo_type, Resource, RES_SHELLS);
/* impulse   */ ATTRIB(OverkillShotgun, impulse, int, 2);
/* flags     */ ATTRIB(OverkillShotgun, spawnflags, int, WEP_FLAG_HIDDEN | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED);
/* color     */ ATTRIB(OverkillShotgun, m_color, vector, '0.518 0.608 0.659');
#ifdef GAMEQC
/* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
/* model     */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM);
#endif
#ifdef CSQC
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
#endif
/* wepimg    */ ATTRIB(OverkillShotgun, model2, string, "ok_weapon_shotgun");
/* refname   */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
/* wepname   */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));

#define X(BEGIN, P, END, class, prefix) \
	BEGIN(class) \
		P(class, prefix, ammo, float, PRI) \
		P(class, prefix, animtime, float, PRI) \
		P(class, prefix, bot_range, float, PRI) \
		P(class, prefix, bullets, float, PRI) \
		P(class, prefix, damage, float, PRI) \
		P(class, prefix, damagefalloff_forcehalflife, float, PRI) \
		P(class, prefix, damagefalloff_halflife, float, PRI) \
		P(class, prefix, damagefalloff_maxdist, float, PRI) \
		P(class, prefix, damagefalloff_mindist, float, PRI) \
		P(class, prefix, force, float, PRI) \
		P(class, prefix, refire, float, PRI) \
		P(class, prefix, solidpenetration, float, PRI) \
		P(class, prefix, spread, float, PRI) \
		P(class, prefix, spread_pattern, float, PRI) \
		P(class, prefix, spread_pattern_bias, float, PRI) \
		P(class, prefix, spread_pattern_scale, float, PRI) \
		P(class, prefix, refire_type, float, SEC) \
		P(class, prefix, reload_ammo, float, NONE) \
		P(class, prefix, reload_time, float, NONE) \
		P(class, prefix, switchdelay_drop, float, NONE) \
		P(class, prefix, switchdelay_raise, float, NONE) \
		P(class, prefix, weaponreplace, string, NONE) \
		P(class, prefix, weaponstartoverride, float, NONE) \
		P(class, prefix, weaponstart, float, NONE) \
		P(class, prefix, weaponthrowable, float, NONE) \
	END()
	W_PROPS(X, OverkillShotgun, okshotgun)
#undef X

ENDCLASS(OverkillShotgun)
REGISTER_WEAPON(OVERKILL_SHOTGUN, NEW(OverkillShotgun));

//SPAWNFUNC_WEAPON(weapon_okshotgun, WEP_OVERKILL_SHOTGUN)
