NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
{
float charge;
- vector shotorg = ReadVector();
- vector endpos = ReadVector();
+ vector shotorg = ReadVector();
+ vector endpos = ReadVector();
charge = ReadByte() / 255.0;
//pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
- float dtype = thiswep.m_id;
- if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
- dtype |= HITTYPE_ARMORPIERCE;
+ float dtype = thiswep.m_id;
+ if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
+ dtype |= HITTYPE_ARMORPIERCE;
float flying;
flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
actor.vortex_lasthit = damage_goodhits;
//beam done on client
- vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
SendCSQCVortexBeamParticle(charge);