.vector spawnorigin; // for casings
+.vector movedir_aligned; // shot origin based on weapon alignment (unaffected by shootfromeye)
+
// weapon animation vectors:
.vector anim_fire1;
.vector anim_fire2;
.vector anim_idle;
.vector anim_reload;
+.entity muzzle_flash;
+
// static frame globals
ENUMCLASS(WFRAME)
#ifdef SVQC
void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim);
#endif
+
+#ifdef SVQC
+void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, entity muzzlemodel, vector shotorg, vector shotdir);
+#endif
#endif