Game/Weapon/WeaponModel/WorldModel.cs

WorldModel component for a weapon's world representation. It triggers attack animation flags and spawns muzzle, brass eject, and tracer effects when the weapon fires and when no view model is present.

Native Interop
public sealed class WorldModel : WeaponModel
{
	public override void OnAttack()
	{
		Renderer?.Set( "b_attack", true );

		DoMuzzleEffect();
		DoEjectBrass();
	}

	public override void CreateRangedEffects( BaseWeapon weapon, Vector3 hitPoint, Vector3? origin )
	{
		if ( weapon.ViewModel.IsValid() )
			return;

		DoTracerEffect( hitPoint, origin );
	}
}