WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
// draw lightning beams for debugging
- // te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
- // te_customflash(targpos, 40, 2, '1 1 1');
+ te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ te_customflash(targpos, 40, 2, '1 1 1');
is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
// draw large red flash for debugging
- // te_customflash(targpos, 200, 2, '15 0 0');
+ te_customflash(targpos, 200, 2, '15 0 0');
if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
{