if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
if(tflags & TELEPORT_FLAG_SOUND)
- sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTEN_NORM);
+ sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM);
if(tflags & TELEPORT_FLAG_PARTICLES)
{
Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
Reset_ArcBeam(pl, v_forward);
UpdateCSQCProjectileAfterTeleport(pl);
{
- SELFCALL(pl, anticheat_fixangle());
- SELFCALL_DONE();
+ WITH(entity, self, pl, anticheat_fixangle());
}
// "disown" projectiles after teleport
if(pl.owner)