#endif
/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(OverkillMachineGun, model2, string, "weaponuzi");
+/* wepimg */ ATTRIB(OverkillMachineGun, model2, string, "ok_weapon_smg");
/* refname */ ATTRIB(OverkillMachineGun, netname, string, "okmachinegun");
/* wepname */ ATTRIB(OverkillMachineGun, m_name, string, _("Overkill MachineGun"));
/* crosshair */ ATTRIB(OverkillNex, w_crosshair, string, "gfx/crosshairnex");
/* crosshair */ ATTRIB(OverkillNex, w_crosshair_size, float, 0.65);
/* reticle */ ATTRIB(OverkillNex, w_reticle, string, "gfx/reticle_nex");
-/* wepimg */ ATTRIB(OverkillNex, model2, string, "weaponnex");
+/* wepimg */ ATTRIB(OverkillNex, model2, string, "ok_weapon_rail");
/* refname */ ATTRIB(OverkillNex, netname, string, "oknex");
/* wepname */ ATTRIB(OverkillNex, m_name, string, _("Overkill Nex"));
#endif
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair, string, "gfx/crosshairshotgun");
/* crosshair */ ATTRIB(OverkillShotgun, w_crosshair_size, float, 0.65);
-/* wepimg */ ATTRIB(OverkillShotgun, model2, string, "weaponshotgun");
+/* wepimg */ ATTRIB(OverkillShotgun, model2, string, "ok_weapon_shotgun");
/* refname */ ATTRIB(OverkillShotgun, netname, string, "okshotgun");
/* wepname */ ATTRIB(OverkillShotgun, m_name, string, _("Overkill Shotgun"));