self.delay = -1;
local vector org = '0 0 0', dir = '0 0 0';
- vector v = '0 0 0';
+ //vector v = '0 0 0';
self.effects |= EF_MUZZLEFLASH;
FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
// teamcolor / hit beam effect
- v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
+ //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
+
+ te_csqc_lightningarc(org, trace_endpos);
}
float shambler_attack(float attack_type)