self.think = Item_Think;
self.nextthink = time;
- //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
- pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
+ //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
+ Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
}
void Item_RespawnCountdown (void)
other.last_pickup = time;
- pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
+ Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
if (self.classname == "droppedweapon")
// TODO: perhaps nice special effect?
void RemoveItem(void)
{
+ Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
remove(self);
}