/* modelname */ ATTRIB(OverkillMachineGun, mdl, string, "ok_mg");
#ifdef GAMEQC
/* model */ ATTRIB(OverkillMachineGun, m_model, Model, MDL_OK_MG_ITEM);
+/* flash mdl */ ATTRIB(OverkillMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
+/* flash eff */ ATTRIB(OverkillMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(OverkillMachineGun, w_crosshair, string, "gfx/crosshairuzi");
/* crosshair */ ATTRIB(OverkillMachineGun, 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) \