/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
#ifdef GAMEQC
/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
+/* flash mdl */ ATTRIB(Seeker, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Seeker, m_muzzleeffect, entity, EFFECT_SEEKER_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);