return true;
}
-void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
+void Send_Effect_Except(entity eff, vector eff_loc, vector eff_vel, int eff_cnt, entity ignore)
{
if(!eff) { return; }
if(!eff.eent_eff_trail && !eff_cnt) { return; } // effect has no count!
net_eff.eent_net_count = eff_cnt;
net_eff.eent_eff_trail = eff.eent_eff_trail;
- FOREACH_CLIENT(IS_REAL_CLIENT(it), Net_Write_Effect(net_eff, it, 0));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != ignore && !(IS_SPEC(it) && it.enemy == ignore), Net_Write_Effect(net_eff, it, 0));
delete(net_eff);
}
+void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
+{
+ Send_Effect_Except(eff, eff_loc, eff_vel, eff_cnt, NULL);
+}
+
void Send_Effect_(string eff_name, vector eff_loc, vector eff_vel, int eff_cnt)
{
// problem with this is, we might not have all the available effects for it