ent.punchangle_x = recoil * -1;
if (snd != SND_Null) {
- sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
+ sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
W_PlayStrengthSound(ent);
}
fireBullet_last_hit = NULL;
}
-int autocvar_eff;
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effects)
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
{
vector end;
end = start + dir * max_shot_distance;
fireBullet_last_hit = NULL;
-
- if (autocvar_eff == 1) {
- tracer_effects = EFFECT_RIFLE;
- } else if (autocvar_eff == 2) {
- tracer_effects = EFFECT_RIFLE_WEAK;
- } else if (autocvar_eff == 3) {
- tracer_effects = EFFECT_BULLET;
- } else if (autocvar_eff == 4) {
- tracer_effects = EFFECT_BULLET_WEAK;
- }
-
- fireBullet_trace_callback_eff = tracer_effects;
+ fireBullet_trace_callback_eff = tracer_effect;
float solid_penetration_left = 1;
float total_damage = 0;