Don't multiply shot direction by 1000 in each case, fixes strange flashes appearing...
authorMario <mario.mario@y7mail.com>
Thu, 16 Jul 2020 19:31:11 +0000 (05:31 +1000)
committerMario <mario.mario@y7mail.com>
Thu, 16 Jul 2020 19:31:11 +0000 (05:31 +1000)
19 files changed:
qcsrc/common/effects/all.qc
qcsrc/common/mutators/mutator/overkill/okhmg.qc
qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
qcsrc/common/weapons/weapon/arc.qc
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/devastator.qc
qcsrc/common/weapons/weapon/electro.qc
qcsrc/common/weapons/weapon/fireball.qc
qcsrc/common/weapons/weapon/hagar.qc
qcsrc/common/weapons/weapon/hlac.qc
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/minelayer.qc
qcsrc/common/weapons/weapon/mortar.qc
qcsrc/common/weapons/weapon/rifle.qc
qcsrc/common/weapons/weapon/seeker.qc
qcsrc/common/weapons/weapon/shotgun.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/common/weapons/weapon/vortex.qc

index 1fade55..d3a1446 100644 (file)
@@ -64,7 +64,7 @@ void Send_Effect_Except(entity eff, vector eff_loc, vector eff_vel, int eff_cnt,
        net_eff.eent_net_count = eff_cnt;
        net_eff.eent_eff_trail = eff.eent_eff_trail;
 
-       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != ignore && !(IS_SPEC(it) && it.enemy == ignore), Net_Write_Effect(net_eff, it, 0));
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != ignore && !(IS_SPEC(it) && it.enemy && it.enemy == ignore), Net_Write_Effect(net_eff, it, 0));
        delete(net_eff);
 }
 
index 2f8a651..7007f08 100644 (file)
@@ -40,7 +40,7 @@ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
 
        if (autocvar_g_casings >= 2) // casing code
        {
index a1add71..dbc7f65 100644 (file)
@@ -34,7 +34,7 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
index 986d016..a16d7af 100644 (file)
@@ -131,7 +131,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ARC_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ARC_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
index 00919e6..cf812f4 100644 (file)
@@ -55,7 +55,7 @@ void W_Blaster_Attack(
        vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
 
        W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        entity missile = new(blasterbolt);
        missile.owner = missile.realowner = actor;
index bfb9499..df26fdf 100644 (file)
@@ -307,7 +307,7 @@ void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        up = v_up;
 
        shots = WEP_CVAR_PRI(crylink, shots);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
        proj = prevproj = firstproj = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
@@ -420,7 +420,7 @@ void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        up = v_up;
 
        shots = WEP_CVAR_SEC(crylink, shots);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
        proj = prevproj = firstproj = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
index 5a1d56e..f67b586 100644 (file)
@@ -308,7 +308,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_DEVASTATOR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_DEVASTATOR_MUZZLEFLASH, w_shotorg, w_shotdir);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
        missile.weaponentity_fld = weaponentity;
index 369267a..61acc0d 100644 (file)
@@ -227,7 +227,7 @@ void W_Electro_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
                thiswep.m_id
        );
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        proj = new(electro_bolt);
        proj.owner = proj.realowner = actor;
@@ -378,7 +378,7 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity)
 
        w_shotdir = v_forward; // no TrueAim for grenades please
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        entity proj = new(electro_orb);
        proj.owner = proj.realowner = actor;
index d658c8b..1ecacb5 100644 (file)
@@ -137,7 +137,7 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity)
 {
        W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 2, SND_FIREBALL_FIRE2, CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage), WEP_FIREBALL.m_id);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        entity proj = new(plasma_prim);
        proj.owner = proj.realowner = actor;
@@ -176,7 +176,7 @@ void W_Fireball_AttackEffect(entity actor, .entity weaponentity, float i, vector
 {
        W_SetupShot_ProjectileSize(actor, weaponentity, '-16 -16 -16', '16 16 16', false, 0, SND_Null, 0, 0, WEP_FIREBALL.m_id); // TODO: probably doesn't need deathtype, just a prefire effect
        w_shotorg += f_diff.x * v_up + f_diff.y * v_right;
-       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_PRE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_PRE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 }
 
 void W_Fireball_Attack1_Frame4(Weapon thiswep, entity actor, .entity weaponentity, int fire)
@@ -275,7 +275,7 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, actor);
        w_shotorg = trace_endpos;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_FIREBALL_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        proj = new(grenade);
        proj.owner = proj.realowner = actor;
index 2f7c991..04989d7 100644 (file)
@@ -83,7 +83,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
@@ -129,7 +129,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
@@ -185,7 +185,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen
 
        shots = actor.(weaponentity).hagar_load;
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        forward = v_forward;
        right = v_right;
index 949b176..34481e6 100644 (file)
@@ -31,7 +31,7 @@ void W_HLAC_Attack(Weapon thiswep, entity actor, .entity weaponentity)
         spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
 
        W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage), thiswep.m_id);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
@@ -81,7 +81,7 @@ void W_HLAC_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
         spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
 
        W_SetupShot(actor, weaponentity, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage), thiswep.m_id | HITTYPE_SECONDARY);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        missile = new(hlacbolt);
        missile.owner = missile.realowner = actor;
index 8e203d4..3b239e7 100644 (file)
@@ -18,7 +18,7 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we
        else
                fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
 
        // casing code
        if(autocvar_g_casings >= 2)
@@ -91,7 +91,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
@@ -114,7 +114,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
 
        fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
index bf676e0..ee512cf 100644 (file)
@@ -270,7 +270,7 @@ 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);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_MINELAYER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_MINELAYER_MUZZLEFLASH, w_shotorg, w_shotdir);
 
        entity mine = WarpZone_RefSys_SpawnSameRefSys(actor);
        mine.weaponentity_fld = weaponentity;
index 0db0414..0769fe4 100644 (file)
@@ -154,7 +154,7 @@ void W_Mortar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), thiswep.m_id);
        w_shotdir = v_forward; // no TrueAim for grenades please
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        entity gren = new(grenade);
        gren.owner = gren.realowner = actor;
@@ -206,7 +206,7 @@ void W_Mortar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), thiswep.m_id | HITTYPE_SECONDARY);
        w_shotdir = v_forward; // no TrueAim for grenades please
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_GRENADE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        gren = new(grenade);
        gren.owner = gren.realowner = actor;
index 273d820..9d3e25b 100644 (file)
@@ -10,7 +10,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
 
        W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_RIFLE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 2000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_RIFLE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 2);
 
        if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
        {
index de50dd7..389fdef 100644 (file)
@@ -171,7 +171,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v
        makevectors(actor.v_angle);
        W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
        w_shotorg += f_diff;
-       W_MuzzleFlash(actor, weaponentity, EFFECT_SEEKER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_SEEKER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        //actor.detornator         = false;
 
@@ -269,7 +269,7 @@ void W_Seeker_Fire_Flac(Weapon thiswep, entity actor, .entity weaponentity)
        W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), thiswep.m_id | HITTYPE_SECONDARY);
        w_shotorg += f_diff;
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
        missile                                 = new(missile);
        missile.owner                   = missile.realowner = actor;
index 30643a8..1757eef 100644 (file)
@@ -31,7 +31,7 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float
        if(lag && bullets > 0)
                antilag_restore_all(actor);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, MDL_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, MDL_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
 
        // casing code
        if(autocvar_g_casings >= 1)
index 171f922..8b1e1bf 100644 (file)
@@ -127,7 +127,7 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id);
 
        // do this now, as goodhits is disabled below
-       W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
        SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
 
        if(yoda && flying)
@@ -187,7 +187,7 @@ void W_RocketMinsta_Attack2(entity actor, .entity weaponentity)
 
        W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
     while(counter < total)
        {
@@ -239,7 +239,7 @@ void W_RocketMinsta_Attack3 (entity actor, .entity weaponentity)
 
        W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
 
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
 
     while(counter < total)
        {
index 0fb4cbb..d8afd11 100644 (file)
@@ -152,7 +152,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
        actor.vortex_lasthit = damage_goodhits;
 
        //beam and muzzle flash done on client
-       W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
        SendCSQCVortexBeamParticle(charge);
 
        W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);