// handle accuracy
if(accuracy_isgooddamage(this.realowner, target_victim))
- { accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
+ { accuracy_add(this.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
#ifdef DEBUG_SHOCKWAVE
LOG_INFOF(
);
if(accuracy_isgooddamage(actor, head))
- accuracy_add(actor, thiswep.m_id, 0, final_damage);
+ accuracy_add(actor, thiswep, 0, final_damage);
#ifdef DEBUG_SHOCKWAVE
LOG_INFOF(
if(a < ALPHA_MIN_VISIBLE) { delete(this); }
// WEAPONTODO: save this only once when creating the entity
- vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
+ vector sw_color = entcs_GetColor(this.sv_entnum - 1); // Team_ColorRGB(entcs_GetTeam(this.sv_entnum));
// WEAPONTODO: trace to find what we actually hit
vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));