- vector angle;
- angle = v_forward;
- // get effect origin
- vector vecs, org;
- if(self.owner.weaponentity.movedir_x > 0)
- vecs = self.owner.weaponentity.movedir;
- else
- vecs = '0 0 0';
- if(debug_shotorg != '0 0 0')
- vecs = debug_shotorg;
- org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * -vecs_y + v_up * vecs_z;
-
- WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
- endpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- WarpZone_traceline_antilag(self.owner, org, endpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+
+ float dt;
+ dt = frametime;
+
+ W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
+ WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));