this.fade_rate = 0;
}
- int myteam = ReadByte();
- this.team = myteam - 1;
+ int proj_team = ReadByte();
+ this.team = proj_team - 1;
if(teamplay)
{
- if(myteam)
+ if(proj_team)
this.colormap = (this.team) * 0x11; // note: team - 1 on server (client uses different numbers)
else
this.colormap = 0x00;
this.colormap |= BIT(10); // RENDER_COLORMAPPED
}
else
- this.colormap = myteam;
+ this.colormap = proj_team;
// TODO: projectiles use glowmaps for their color, not teams
#if 0
if(this.colormap > 0)
HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
- HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(GOLEM_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
this.bouncestop = WEP_CVAR(mortar, bouncestop);
break;
- case PROJECTILE_SHAMBLER_LIGHTNING:
+ case PROJECTILE_GOLEM_LIGHTNING:
this.mins = '-8 -8 -8';
this.maxs = '8 8 8';
this.scale = 2.5;