CLASS(Blaster, Weapon)
/* spawnfunc */ ATTRIB(Blaster, m_canonical_spawnfunc, string, "weapon_blaster");
-/* ammotype */ //ATTRIB(Blaster, ammo_type, int, RES_NONE);
+/* ammotype */ //ATTRIB(Blaster, ammo_type, Resource, RES_NONE);
/* impulse */ ATTRIB(Blaster, impulse, int, 1);
/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
#ifdef GAMEQC
/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
+/* flash mdl */ ATTRIB(Blaster, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Blaster, m_muzzleeffect, entity, EFFECT_BLASTER_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);