void W_Tuba_NoteOn(entity actor, .entity weaponentity, float hittype)
{
- vector o;
float n = W_Tuba_GetNote(actor, hittype);
hittype = HITTYPE_SOUND;
//sound(actor, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
RadiusDamage(actor, actor, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), NULL, NULL, WEP_CVAR(tuba, force), hittype | WEP_TUBA.m_id, weaponentity, NULL);
- o = gettaginfo(actor.exteriorweaponentity, 0);
if(time > actor.(weaponentity).tuba_smoketime)
{
+ vector o = gettaginfo(actor.exteriorweaponentity, 0);
Send_Effect(EFFECT_SMOKE_RING, o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
actor.(weaponentity).tuba_smoketime = time + 0.25;
}