return;
}
self.state = self.owner.csqcmodel_isdead;
-#ifdef COMPAT_XON050_ENGINE
- if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum || self.owner.entnum == spectatee_status) && !autocvar_chase_active)
-#else
if(self.owner.isplayermodel && (self.owner.entnum == player_localentnum) && !autocvar_chase_active)
-#endif
return; // if we aren't using a third person camera, hide our own effects
// now generate the particles
pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
break;
- case DEATH_TURRET_WALK_MEELE:
+ case DEATH_TURRET_WALK_MELEE:
sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
break;