func_mortar_field: Use explosion instead of a flash

This commit is contained in:
s1lent 2020-01-15 20:44:32 +07:00
parent 0ff845620b
commit f16333c9d6

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@ -191,6 +191,11 @@ void CMortar::MortarExplode()
TraceResult tr; TraceResult tr;
UTIL_TraceLine(pev->origin + Vector(0, 0, 1024), pev->origin - Vector(0, 0, 1024), dont_ignore_monsters, ENT(pev), &tr); UTIL_TraceLine(pev->origin + Vector(0, 0, 1024), pev->origin - Vector(0, 0, 1024), dont_ignore_monsters, ENT(pev), &tr);
#ifdef REGAMEDLL_FIXES
Explode3(&tr, (DMG_BLAST | DMG_MORTAR));
#else
Explode(&tr, (DMG_BLAST | DMG_MORTAR)); Explode(&tr, (DMG_BLAST | DMG_MORTAR));
#endif
UTIL_ScreenShake(tr.vecEndPos, 25.0, 150.0, 1.0, 750); UTIL_ScreenShake(tr.vecEndPos, 25.0, 150.0, 1.0, 750);
} }