#include "tracing.qh"
-#include <common/effects/all.qh>
-
-#include "accuracy.qh"
-#include "common.qh"
-#include "hitplot.qh"
-#include "weaponsystem.qh"
-
-#include "../damage.qh"
-#include <server/main.qh>
-#include <server/mutators/_mod.qh>
-#include <server/antilag.qh>
-
#include <common/constants.qh>
+#include <common/deathtypes/all.qh>
+#include <common/effects/all.qh>
#include <common/net_linked.qh>
+#include <common/state.qh>
#include <common/util.qh>
-
#include <common/weapons/_all.qh>
#include <common/wepent.qh>
-#include <common/state.qh>
-
#include <lib/warpzone/common.qh>
+#include <server/antilag.qh>
+#include <server/damage.qh>
+#include <server/main.qh>
+#include <server/mutators/_mod.qh>
+#include <server/weapons/accuracy.qh>
+#include <server/weapons/common.qh>
+#include <server/weapons/hitplot.qh>
+#include <server/weapons/weaponsystem.qh>
// this function calculates w_shotorg and w_shotdir based on the weapon model
// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
if(!pseudoprojectile)
- pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+ pseudoprojectile = new(pseudoprojectile); // we need this so the sound uses the "entchannel4" volume
msg_entity = it;
// we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation