#include "vaporizer.qh"
+#ifdef GAMEQC
REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
+#endif
#if defined(SVQC)
void SendCSQCVaporizerBeamParticle(entity player, int hit) {
int laser_count = max(1, autocvar_g_rm_laser_count);
int total = (mode == 0) ? laser_count : 1;
Sound snd = (mode == 0) ? SND_CRYLINK_FIRE : SND_ELECTRO_FIRE2;
- W_SetupShot_ProjectileSize(actor, weaponentity, RM_MINS, RM_MAXS, false, 2, snd, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
+ W_SetupShot_ProjectileSize(actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, snd, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
// uses electro effects
W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
- for (int counter = 0; counter < total; counter++)
+ for (int counter = 0; counter < total; ++counter)
{
proj = new(plasma_prim);
proj.owner = proj.realowner = actor;
proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
proj.angles = vectoangles(proj.velocity);
settouch(proj, W_RocketMinsta_Laser_Touch);
- setsize(proj, RM_MINS, RM_MAXS);
+ setsize(proj, '0 0 -3', '0 0 -3');
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
IL_PUSH(g_bot_dodge, proj);