REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
#ifdef SVQC
-// enable when shockwave replaces shotgun
-#if 0
-METHOD(Shockwave, m_spawnfunc_hookreplace, Weapon(Shockwave this, entity e))
-{
- //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
- if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
- {
- return WEP_MACHINEGUN;
- }
- return this;
-}
-#endif
const float MAX_SHOCKWAVE_HITS = 10;
//#define DEBUG_SHOCKWAVE
);
float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0);
- bool noantilag = ((IS_CLIENT(actor)) ? CS(actor).cvar_cl_noantilag : false);
+ bool noantilag = ((IS_CLIENT(actor)) ? CS_CVAR(actor).cvar_cl_noantilag : false);
if(lag < 0.001)
lag = 0;
if(autocvar_g_antilag == 0 || noantilag)
void Net_ReadShockwaveParticle()
{
- entity shockwave;
- shockwave = spawn();
+ entity shockwave = new(shockwave_cone);
shockwave.draw = Draw_Shockwave;
IL_PUSH(g_drawables, shockwave);