self.health -= damage;
if(self.health <= 0)
{
- pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1);
+ Send_Effect("explosion_medium", self.origin, '0 0 0', 1);
if(!self.cnt)
remove(self);
sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
if(_mzlfx)
- pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
+ Send_Effect(_mzlfx, proj.origin, proj.velocity, 1);
setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
self.angles = self.pos2;
setorigin(self, self.pos1 + '0 0 0');
// Show it
- pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
+ Send_Effect("teleport", self.origin + '0 0 64', '0 0 0', 1);
if(self.vehicle_controller)
self.team = self.vehicle_controller.team;
float _ftmp;
_ftmp = self.owner.vehicle_health / 50;
self.pain_frame = time + 0.1 + (random() * 0.5 * _ftmp);
- pointparticles(particleeffectnum("smoke_small"), (self.origin + (randomvec() * 80)), '0 0 0', 1);
+ Send_Effect("smoke_small", (self.origin + (randomvec() * 80)), '0 0 0', 1);
if(self.vehicle_flags & VHF_DMGSHAKE)
self.velocity += randomvec() * 30;
void vehicles_return()
{
- pointparticles(particleeffectnum("teleport"), self.wp00.origin + '0 0 64', '0 0 0', 1);
+ Send_Effect("teleport", self.wp00.origin + '0 0 64', '0 0 0', 1);
self.wp00.think = vehicles_spawn;
self.wp00.nextthink = time;
void vehicles_gib_explode()
{
sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
remove(self);
}