// it always figures this information out for itself with csqc code.
// - Spectating the owner also truncates this information.
float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
- if(drawlocal)
- {
- sf &= ~ARC_SF_LOCALMASK;
- }
+ if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
WriteByte(MSG_ENTITY, sf);
precache_model("models/weapons/g_arc.md3");
precache_model("models/weapons/v_arc.md3");
precache_model("models/weapons/h_arc.iqm");
- //precache_sound("weapons/arc_fire.wav");
- //precache_sound("weapons/arc_fire2.wav");
- //precache_sound("weapons/arc_impact.wav");
+ precache_sound("weapons/lgbeam_fire.wav");
if(!arc_shotorigin[0])
{
arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);