using static BaseWeapon;
public sealed class WorldModel : WeaponModel, IWeaponEvent
{
void IWeaponEvent.OnAttack( IWeaponEvent.AttackEvent e )
{
Renderer?.Set( "b_attack", true );
if ( e.isFirstPerson )
return;
DoMuzzleEffect();
DoEjectBrass();
}
void IWeaponEvent.CreateRangedEffects( BaseWeapon weapon, Vector3 hitPoint, Vector3? origin )
{
if ( weapon.ViewModel.IsValid() )
return;
DoTracerEffect( hitPoint, origin );
}
}