fireBullet_last_hit = NULL;
}
+int autocvar_eff;
void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effects)
{
vector end;
end = start + dir * max_shot_distance;
fireBullet_last_hit = NULL;
+
+ if (autocvar_eff == 1) {
+ tracer_effects = EFFECT_RIFLE;
+ } else if (autocvar_eff == 2) {
+ tracer_effects = EFFECT_RIFLE_WEAK;
+ } else if (autocvar_eff == 3) {
+ tracer_effects = EFFECT_BULLET;
+ } else if (autocvar_eff == 4) {
+ tracer_effects = EFFECT_BULLET_WEAK;
+ }
+
fireBullet_trace_callback_eff = tracer_effects;
float solid_penetration_left = 1;