electro_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
electro_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
electro_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
+ gauntlet_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
+ gauntlet_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
+ gauntlet_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
+ gauntlet_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
if(forcefog)
strunzone(forcefog);
complain_weapon_time = time;
}
+void Net_CampingrifleScope() {
+ campingrifle_scope = TRUE;
+}
+
// CSQC_Parse_TempEntity : Handles all temporary entity network data in the CSQC layer.
// You must ALWAYS first acquire the temporary ID, which is sent as a byte.
// Return value should be 1 if CSQC handled the temporary entity, otherwise return 0 to have the engine process the event.
Net_WeaponComplain();
bHandled = true;
break;
+ case TE_CSQC_CAMPINGRIFLE_SCOPE:
+ Net_CampingrifleScope();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;