soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
}
));
- FOR_EACH_REALCLIENT(msg_entity)
- if(msg_entity != self)
- if(!msg_entity.railgunhit)
- if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
- {
-
- }
if(pseudoprojectile)
remove(pseudoprojectile);