/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
#ifdef GAMEQC
/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
+/* flash mdl */ ATTRIB(Vaporizer, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Vaporizer, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
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) \