]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/devastator.qc
Attach muzzle effects to weapon data instead of trying to send it for each muzzle...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / devastator.qc
index 997f6eb36865648470cf398e2b78294a1ffe1ee1..891c44583d65d1b491c372234c2e269979b77b19 100644 (file)
@@ -308,7 +308,7 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(devastator, ammo), weaponentity);
 
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR(devastator, damage), thiswep.m_id);
-       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
        missile.weaponentity_fld = weaponentity;
@@ -351,13 +351,6 @@ void W_Devastator_Attack(Weapon thiswep, entity actor, .entity weaponentity, int
 
        CSQCProjectile(missile, WEP_CVAR(devastator, guiderate) == 0 && WEP_CVAR(devastator, speedaccel) == 0, PROJECTILE_ROCKET, false); // because of fly sound
 
-       // muzzle flash for 1st person view
-       entity flash = spawn();
-       setmodel(flash, MDL_DEVASTATOR_MUZZLEFLASH); // precision set below
-       SUB_SetFade(flash, time, 0.1);
-       flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
-
        // common properties
        MUTATOR_CALLHOOK(EditProjectile, actor, missile);