From: Mario Date: Sun, 30 Sep 2018 12:22:11 +0000 (+1000) Subject: Don't do extra unnecessary antilag checks for the arc's smoke effect X-Git-Tag: xonotic-v0.8.5~1810 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ccc4cc78914bababed38e4902d4d8ce63c7ca6ce;p=xonotic%2Fxonotic-data.pk3dir.git Don't do extra unnecessary antilag checks for the arc's smoke effect --- diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index a93ddd885..b28475926 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -542,7 +542,7 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity) void Arc_Smoke(entity actor, .entity weaponentity) { makevectors(actor.v_angle); - W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect + W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect vector smoke_origin = w_shotorg + actor.velocity*frametime; if ( actor.arc_overheat > time )