]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
Show the particle effect of the muzzle flash at the gun's actual muzzle position...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index 7f60c5b571d90c84b9d8ff52717c19462300d89d..63662bddb9dccf17dfa04d904cb5ef3cf36bdfc8 100644 (file)
@@ -273,7 +273,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id);
-       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
 
        mine = WarpZone_RefSys_SpawnSameRefSys(actor);
        mine.weaponentity_fld = weaponentity;
@@ -318,6 +318,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        CSQCProjectile(mine, true, PROJECTILE_MINE, true);
 
        // muzzle flash for 1st person view
+       // TODO: handle on the client
        flash = spawn();
        setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);