}
}
+.float proj_time;
void Projectile_Draw()
{
vector rot;
float drawn;
float t;
float a;
+ float dt = time - self.proj_time;
+
+ self.proj_time = time;
+ if(dt <= 0) { return; }
f = self.move_flags;
self.count = (f & 0x80);
self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
self.solid = SOLID_TRIGGER;
+ self.proj_time = time;
//self.effects = EF_NOMODELFLAGS;
// this should make collisions with bmodels more exact, but it leads to