if(IS_PLAYER(directhitentity))
if(DIFF_TEAM(this.realowner, directhitentity))
if(!IS_DEAD(directhitentity))
- if(IsFlying(directhitentity))
- Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+ if(IsFlying(directhitentity)) {
+ Give_Medal(this.realowner, ELECTROBITCH);
+ }
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
thiswep.m_id
);
- Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
proj = new(electro_bolt);
proj.owner = proj.realowner = actor;
w_shotdir = v_forward; // no TrueAim for grenades please
- Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
entity proj = new(electro_orb);
proj.owner = proj.realowner = actor;