);
float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0);
- bool noantilag = ((IS_CLIENT(actor)) ? CS(actor).cvar_cl_noantilag : false);
+ bool noantilag = ((IS_CLIENT(actor)) ? CS_CVAR(actor).cvar_cl_noantilag : false);
if(lag < 0.001)
lag = 0;
if(autocvar_g_antilag == 0 || noantilag)
// BLAST CONE CALCULATION
// ========================
- // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+ // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in damage.qc)
center = CENTER_OR_VIEWOFS(head);
// find the closest point on the enemy to the center of the attack
// WEAPONTODO: replace with simpler method
vector nearest_on_line = (w_shotorg + a * w_shotdir);
- vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
+ vector nearest_to_attacker = NearestPointOnBoundingBox(center + head.mins, center + head.maxs, nearest_on_line);
if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
&& (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))
void Net_ReadShockwaveParticle()
{
- entity shockwave;
- shockwave = spawn();
+ entity shockwave = new(shockwave_cone);
shockwave.draw = Draw_Shockwave;
IL_PUSH(g_drawables, shockwave);