void W_BallisticBullet_Touch (void)
{
- float density;
+ //float density;
if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
return;
void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
{
- float lag, dt, savetime, density;
+ float lag, dt, savetime; //, density;
entity pl, oldself;
float antilagging;