#include "hitplot.qh"
#include "weaponsystem.qh"
-#include "../g_damage.qh"
+#include "../damage.qh"
+#include <server/main.qh>
#include "../antilag.qh"
#include <common/constants.qh>
mspercallsum -= gettime(GETTIME_HIRES);
#endif
- dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+ dir = W_CalculateSpread(dir, spread, autocvar_g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
#if 0
mspercallsum += gettime(GETTIME_HIRES);
msg_entity = it;
// we want this to be very loud when close but fall off quickly -> using max base volume and high attenuation
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE);
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASEVOICE, ATTEN_IDLE, 0);
});
if(pseudoprojectile)
delete(pseudoprojectile);