From ccc4cc78914bababed38e4902d4d8ce63c7ca6ce Mon Sep 17 00:00:00 2001 From: Mario Date: Sun, 30 Sep 2018 22:22:11 +1000 Subject: [PATCH] Don't do extra unnecessary antilag checks for the arc's smoke effect --- qcsrc/common/weapons/weapon/arc.qc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 ) -- 2.39.2