+#ifdef SVQC
+void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
+{
+ flash.owner = actor;
+ flash.angles_z = random() * 360;
+
+ entity view = actor.(weaponentity);
+ entity exterior = actor.exteriorweaponentity;
+
+ if (view.oldorigin.x > 0)
+ {
+ setattachment(flash, exterior, "");
+ setorigin(flash, view.oldorigin + offset);
+ }
+ else
+ {
+ if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
+ else setattachment(flash, exterior, "tag_shot");
+ setorigin(flash, offset);
+ }
+}
+#elif defined(CSQC)
+void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
+{
+ flash.owner = wepent;
+ flash.angles_z = random() * 360;
+
+ if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
+ else setattachment(flash, wepent, "tag_shot");
+ setorigin(flash, offset);
+}
+#endif
+
+void W_MuzzleFlash_Model_Think(entity this)
+{
+ this.frame += 2;
+ this.scale *= 0.5;
+ this.alpha -= 0.25;
+ this.nextthink = time + 0.05;
+
+ if(this.alpha <= 0)
+ {
+ setthink(this, SUB_Remove);
+ this.nextthink = time;
+ this.realowner.muzzle_flash = NULL;
+ return;
+ }
+}
+
+void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
+{
+ if(wepent.muzzle_flash == NULL)
+ wepent.muzzle_flash = spawn();
+
+ entity flash = wepent.muzzle_flash;
+ setmodel(flash, muzzlemodel); // precision set below
+
+ flash.scale = 0.75;
+ setthink(flash, W_MuzzleFlash_Model_Think);
+ flash.nextthink = time + 0.02;
+ flash.frame = 2;
+ flash.alpha = 0.75;
+ flash.angles_z = random() * 180;
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+ flash.owner = flash.realowner = wepent;
+
+#ifdef CSQC
+ flash.drawmask = MASK_NORMAL;
+#endif
+}
+