.float swing_prev;
.entity swing_alreadyhit;
-void SendCSQCShockwaveParticle(float spread, vector endpos)
+void SendCSQCShockwaveParticle(float spread, vector endpos, entity transform)
{
- //WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ WarpZone_UnTransformOrigin(transform, endpos);
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
WriteCoord(MSG_BROADCAST, w_shotorg_x);
RadiusDamageForSource(self, trace_endpos, '0 0 0', self, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_jumpradius, world, self, TRUE, autocvar_g_balance_laser_primary_force, WEP_LASER, world);
// also do the firing effect now
- SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, attack_hitpos);
+ SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, attack_hitpos, transform);
// did we hit a player directly?
if(aim_ent.takedamage)