]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Don't do extra unnecessary antilag checks for the arc's smoke effect
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 56a48f2f3114c711acd24a612bbdec7e4971178b..b2847592690092900aa4c4a8a967605f7c08911a 100644 (file)
@@ -265,14 +265,14 @@ void W_Arc_Beam_Think(entity this)
 
        W_SetupShot_Range(
                own,
-               weaponentity, // TODO
+               weaponentity,
                true,
                0,
                SND_Null,
                0,
                WEP_CVAR(arc, beam_damage) * coefficient,
                WEP_CVAR(arc, beam_range),
-               WEP_ARC.m_id
+               thiswep.m_id
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
@@ -542,7 +542,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
 void Arc_Smoke(entity actor, .entity weaponentity)
 {
        makevectors(actor.v_angle);
-       W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
+       W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
 
        vector smoke_origin = w_shotorg + actor.velocity*frametime;
        if ( actor.arc_overheat > time )