return TRUE;
}
+void W_Shockwave_Send(void)
+{
+ WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+ WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+ WriteCoord(MSG_BROADCAST, w_shotorg_x);
+ WriteCoord(MSG_BROADCAST, w_shotorg_y);
+ WriteCoord(MSG_BROADCAST, w_shotorg_z);
+ WriteCoord(MSG_BROADCAST, w_shotdir_x);
+ WriteCoord(MSG_BROADCAST, w_shotdir_y);
+ WriteCoord(MSG_BROADCAST, w_shotdir_z);
+ WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
+ WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
+ WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
+ WriteByte(MSG_BROADCAST, num_for_edict(self));
+}
+
void W_Shockwave_Attack(void)
{
// declarations
//entity transform = WarpZone_trace_transform;
// do the firing effect now
- //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
+ W_Shockwave_Send();
Damage_DamageInfo(
attack_hitpos,
WEP_CVAR(shockwave, blast_splash_damage),