]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okmachinegun.qh
Attach muzzle effects to weapon data instead of trying to send it for each muzzle...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okmachinegun.qh
index 321d92e2268a51cc352bd188aa2d1cadbe6a4848..10f3b9c09fb66192f604e3beacba25ca279601ba 100644 (file)
@@ -10,6 +10,8 @@ CLASS(OverkillMachineGun, Weapon)
 /* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
 #ifdef GAMEQC
 /* model        */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
+/* flash mdl */ ATTRIB(OverkillMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
+/* flash eff */ ATTRIB(OverkillMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
 #endif
 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
 /* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair_size, float, 0.6);
@@ -32,6 +34,7 @@ CLASS(OverkillMachineGun, Weapon)
                P(class, prefix, delay, float, SEC) \
                P(class, prefix, edgedamage, float, SEC) \
                P(class, prefix, force, float, SEC) \
+               P(class, prefix, force_zscale, float, SEC) \
                P(class, prefix, lifetime, float, SEC) \
                P(class, prefix, radius, float, SEC) \
                P(class, prefix, refire, float, SEC) \