There are 3 weapons systems coded in Xonotic 1. simple animated model, muzzl flash handling on `h_` model: * `h_tuba.dpm`, `h_tuba.dpm.animinfo` - invisible model controlling the animation tags: shot = muzzle end (shot origin, also used for muzzle flashes) shell = casings ejection point (must be on the right hand side of the gun) weapon = attachment for `v_tuba.md3` * `v_tuba.md3` - first and third person model * `g_tuba.md3` - pickup model 2. fully animated model, muzzle flash handling on `h_` model: * `h_tuba.dpm`, `h_tuba.dpm.animinfo` - animated first person model tags: shot = muzzle end (shot origin, also used for muzzle flashes) shell = casings ejection point (must be on the right hand side of the gun) handle = corresponding to the origin of `v_tuba.md3` (used for muzzle flashes) * `v_tuba.md3` - third person model * `g_tuba.md3` - pickup model 3. fully animated model, muzzle flash handling on `v_` model: * `h_tuba.dpm`, `h_tuba.dpm.animinfo` - animated first person model tags: shot = muzzle end (shot origin) shell = casings ejection point (must be on the right hand side of the gun) * `v_tuba.md3` - third person model tags: shot = muzzle end (for muzzle flashes) * `g_tuba.md3` - pickup model