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.
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 )