float solid_penetration_left = 1;
float total_damage = 0;
+ if(max_solid_penetration >= 50)
+ fireBullet_trace_callback_eff = EFFECT_RIFLE;
+ else if(max_solid_penetration < 50)
+ fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
+ else
+ fireBullet_trace_callback_eff = EFFECT_BULLET;
+
float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
if(lag < 0.001)
lag = 0;