/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
#ifdef GAMEQC
/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
+/* flash mdl */ ATTRIB(Vortex, m_muzzlemodel, Model, MDL_Null);
+/* flash eff */ ATTRIB(Vortex, m_muzzleeffect, entity, EFFECT_VORTEX_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
SPAWNFUNC_WEAPON(weapon_vortex, WEP_VORTEX)
SPAWNFUNC_WEAPON(weapon_nex, WEP_VORTEX)
+#ifdef CSQC
+bool autocvar_cl_particles_oldvortexbeam;
+#endif
+
#ifdef SVQC
+.float vortex_charge_rottime;
+
.float vortex_lasthit;
void W_Vortex_Charge(entity actor, .entity weaponentity, float dt);