]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/vortex.qc
Show the particle effect of the muzzle flash at the gun's actual muzzle position...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
index 46fd4d8c0887639b8b8c32e8b116c0f60ff4538e..12fb5bde276e54a75d4a3bc421a402eb3e6e35c9 100644 (file)
@@ -55,7 +55,7 @@ NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
     vector endpos = ReadVector();
        charge = ReadByte() / 255.0;
 
-       pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
+       //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
 
        //draw either the old v2.3 beam or the new beam
        charge = sqrt(charge); // divide evenly among trail spacing and alpha
@@ -152,6 +152,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
        actor.vortex_lasthit = damage_goodhits;
 
        //beam and muzzle flash done on client
+    W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
        SendCSQCVortexBeamParticle(charge);
 
        W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);