if(lag && bullets > 0)
antilag_restore_all(actor);
- W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, MDL_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
// casing code
if(autocvar_g_casings >= 1)
//for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, actor, weaponentity);
}
-
- // muzzle flash for 1st person view
- // TODO: handle on the client
- entity flash = spawn();
- setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
- setthink(flash, SUB_Remove);
- flash.nextthink = time + 0.06;
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
}
.float swing_prev;