Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 997f6eb36865648470cf398e2b78294a1ffe1ee1..4a622275bc06accad1122bac1e17361f930212c4 100644 (file)
@@ -308,7 +308,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
-       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
        missile.weaponentity_fld = weaponentity;
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
        missile.weaponentity_fld = weaponentity;
@@ -352,6 +352,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
 
        // muzzle flash for 1st person view
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
 
        // muzzle flash for 1st person view
+       // TODO: handle on the client side
        entity flash = spawn();
        setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);
        entity flash = spawn();
        setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);