//.int weapon; // current weapon
.string weaponname; // name of .weapon
+#ifdef SVQC
.vector spawnorigin; // for casings
+#endif
.vector movedir_aligned; // shot origin based on weapon alignment (unaffected by shootfromeye)
#define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin
#endif
-vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
+vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
REPLICATE_INIT(int, cvar_cl_gunalign);