+void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ // TODO: spamming this without checking any refires is asking for trouble!
makevectors(actor.v_angle);
- W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
+ W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect