Don't do extra unnecessary antilag checks for the arc's smoke effect
authorMario <mario@smbclan.net>
Sun, 30 Sep 2018 12:22:11 +0000 (22:22 +1000)
committerMario <mario@smbclan.net>
Sun, 30 Sep 2018 12:22:11 +0000 (22:22 +1000)
qcsrc/common/weapons/weapon/arc.qc

index a93ddd885bf60f8ba66832d9c0b72ec694988fa5..b2847592690092900aa4c4a8a967605f7c08911a 100644 (file)
@@ -542,7 +542,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
 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 )