complain_weapon_type = ReadByte();
complain_weapon_time = time;
+ weapontime = time; // ping the weapon panel
}
// CSQC_Parse_TempEntity : Handles all temporary entity network data in the CSQC layer.
Net_WeaponComplain();
bHandled = true;
break;
+ case TE_CSQC_NEX_VELOCITY:
+ nex_minvelocity = ReadShort();
+ nex_maxvelocity = ReadShort();
+ nex_speed_falloff_factor = ReadShort()/10000;
+ bHandled = true;
+ break;
+ case TE_CSQC_CR_MAXBULLETS:
+ cr_maxbullets = ReadByte();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;