}
#endif
+#ifdef GAMEQC
REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
+#endif
#if defined(SVQC)
void SendCSQCVortexBeamParticle(float charge) {
METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
{
entity this = actor;
- vector org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
if(!w_issilent)
sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);