weapon_defaultspawnfunc(WEP_SHOCKWAVE);
}
-#define MAX_SHOCKWAVE_HITS 5
+#define MAX_SHOCKWAVE_HITS 10
.float swing_prev;
.entity swing_alreadyhit;
// WEAPONTODO: check if we hit MAX_SHOCKWAVE_HITS
if(!head) { return FALSE; }
float i;
-
- ++queue;
- for(i = 1; i <= queue; ++i)
+ for(i = 0; i <= queue; ++i)
{
if(shockwave_hit[i] == head)
{
head = head.chain;
}
- for(i = 1; i <= queue; ++i)
+ for(i = 0; i <= queue; ++i)
{
head = shockwave_hit[i];
final_force = shockwave_hit_force[i];