}
setorigin(self, start_pos);
- self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+ //self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
flash.drawmask = MASK_NORMAL;
flash.solid = SOLID_NOT;
+ flash.avelocity_z = 5000;
setattachment(flash, self, "");
setorigin(flash, '0 0 0');
W_DecreaseAmmo(WEP_CVAR_PRI(electro, ammo));
- W_SetupShot_ProjectileSize(self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(electro, damage));
+ W_SetupShot_ProjectileSize(
+ self,
+ '0 0 -3',
+ '0 0 -3',
+ FALSE,
+ 2,
+ "weapons/electro_fire.wav",
+ CH_WEAPON_A,
+ WEP_CVAR_PRI(electro, damage)
+ );
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
{
W_DecreaseAmmo(WEP_CVAR_SEC(electro, ammo));
- W_SetupShot_ProjectileSize(self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, WEP_CVAR_SEC(electro, damage));
+ W_SetupShot_ProjectileSize(
+ self,
+ '0 0 -4',
+ '0 0 -4',
+ FALSE,
+ 2,
+ "weapons/electro_fire2.wav",
+ CH_WEAPON_A,
+ WEP_CVAR_SEC(electro, damage)
+ );
w_shotdir = v_forward; // no TrueAim for grenades please