1 There are 3 weapons systems coded in Xonotic
3 1. simple animated model, muzzl flash handling on `h_` model:
5 * `h_tuba.dpm`, `h_tuba.dpm.animinfo` - invisible model controlling the animation
7 shot = muzzle end (shot origin, also used for muzzle flashes)
8 shell = casings ejection point (must be on the right hand side of the gun)
9 weapon = attachment for `v_tuba.md3`
10 * `v_tuba.md3` - first and third person model
11 * `g_tuba.md3` - pickup model
13 2. fully animated model, muzzle flash handling on `h_` model:
15 * `h_tuba.dpm`, `h_tuba.dpm.animinfo` - animated first person model
17 shot = muzzle end (shot origin, also used for muzzle flashes)
18 shell = casings ejection point (must be on the right hand side of the gun)
19 handle = corresponding to the origin of `v_tuba.md3` (used for muzzle flashes)
20 * `v_tuba.md3` - third person model
21 * `g_tuba.md3` - pickup model
23 3. fully animated model, muzzle flash handling on `v_` model:
25 * `h_tuba.dpm`, `h_tuba.dpm.animinfo` - animated first person model
27 shot = muzzle end (shot origin)
28 shell = casings ejection point (must be on the right hand side of the gun)
29 * `v_tuba.md3` - third person model
31 shot = muzzle end (for muzzle flashes)
32 * `g_tuba.md3` - pickup model