self.vaporizer_lasthit = damage_goodhits;
- pointparticles(particleeffectnum("nex_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("nex_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
// teamcolor / hit beam effect
vector v;
{
case NUM_TEAM_1: // Red
if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3RED_HIT", w_shotorg, v, 1);
else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3RED", w_shotorg, v, 1);
break;
case NUM_TEAM_2: // Blue
if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3BLUE_HIT", w_shotorg, v, 1);
else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3BLUE", w_shotorg, v, 1);
break;
case NUM_TEAM_3: // Yellow
if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3YELLOW_HIT", w_shotorg, v, 1);
else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3YELLOW", w_shotorg, v, 1);
break;
case NUM_TEAM_4: // Pink
if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3PINK_HIT", w_shotorg, v, 1);
else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3PINK", w_shotorg, v, 1);
break;
default:
if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3_HIT", w_shotorg, v, 1);
else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
+ Send_Effect("TE_TEI_G3", w_shotorg, v, 1);
break;
}