/* color */ ATTRIB(OverkillMachineGun, wpcolor, vector, '1 1 0');
/* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
#ifdef GAMEQC
-/* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
+/* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
#endif
/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
/* color */ ATTRIB(OverkillShotgun, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(OverkillShotgun, mdl, string, "ok_shotgun");
#ifdef GAMEQC
-/* model */ ATTRIB(OverkillShotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+/* model */ ATTRIB(OverkillShotgun, m_model, Model, MDL_OK_SHOTGUN_ITEM);
#endif
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
/* color */ ATTRIB(OverkillVortex, wpcolor, vector, '0.5 1 1');
/* modelname */ ATTRIB(OverkillVortex, mdl, string, "ok_sniper");
#ifdef GAMEQC
-/* model */ ATTRIB(OverkillVortex, m_model, Model, MDL_VORTEX_ITEM);
+/* model */ ATTRIB(OverkillVortex, m_model, Model, MDL_OK_SNIPER_ITEM);
#endif
/* crosshair */ ATTRIB(OverkillVortex, w_crosshair, string, "gfx/crosshairnex");
/* crosshair */ ATTRIB(OverkillVortex, w_crosshair_size, float, 0.65);