diff --git a/reactivedrop/particles/asw_weapon_fx_7a.pcf b/reactivedrop/particles/asw_weapon_fx_7a.pcf index 2ca86a0a6..21f7cf5ee 100644 Binary files a/reactivedrop/particles/asw_weapon_fx_7a.pcf and b/reactivedrop/particles/asw_weapon_fx_7a.pcf differ diff --git a/src/game/client/c_entitydissolve.cpp b/src/game/client/c_entitydissolve.cpp index 4026a46cd..3e4d2b3cc 100644 --- a/src/game/client/c_entitydissolve.cpp +++ b/src/game/client/c_entitydissolve.cpp @@ -28,6 +28,7 @@ PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheEffectBuild ) PRECACHE( MATERIAL,"effects/tesla_glow_noz" ) PRECACHE( MATERIAL,"effects/spark" ) PRECACHE( MATERIAL,"effects/combinemuzzle2" ) +PRECACHE( PARTICLE_SYSTEM, "dissolve" ) PRECACHE( PARTICLE_SYSTEM, "dissolve_tesla_arc" ) PRECACHE_REGISTER_END() @@ -429,6 +430,10 @@ void C_EntityDissolve::SetupEmitter( void ) { m_pEmitter = CSimpleEmitter::Create( "C_EntityDissolve" ); m_pEmitter->SetSortOrigin( GetAbsOrigin() ); + +#ifdef INFESTED_DLL + DispatchParticleEffect( "dissolve", PATTACH_ABSORIGIN_FOLLOW, GetMoveParent() ); +#endif } } @@ -614,6 +619,7 @@ int C_EntityDissolve::DrawModel( int flags, const RenderableInstance_t &instance DoSparks( set, hitboxbones ); } +#ifndef INFESTED_DLL // Skew the particles in front or in back of their targets vecSkew = CurrentViewForward() * ( 8.0f - ( ( 1.0f - fadePerc ) * 32.0f ) ); @@ -775,6 +781,7 @@ int C_EntityDissolve::DrawModel( int flags, const RenderableInstance_t &instance } } } +#endif return 1; } diff --git a/src/game/shared/swarm/asw_weapon_energy_shield_shared.cpp b/src/game/shared/swarm/asw_weapon_energy_shield_shared.cpp index c4a2a9473..551ff66e1 100644 --- a/src/game/shared/swarm/asw_weapon_energy_shield_shared.cpp +++ b/src/game/shared/swarm/asw_weapon_energy_shield_shared.cpp @@ -515,7 +515,7 @@ void CASW_Energy_Shield::TouchThink() { if ( !IsShieldInactive() ) { - CTakeDamageInfo info( this, m_hCreatorMarine, m_hCreatorWeapon, MarineSkills()->GetSkillBasedValueByMarine( m_hCreatorMarine, ASW_MARINE_SKILL_ENGINEERING, ASW_MARINE_SUBSKILL_ENGINEERING_SHIELD_DAMAGE ), DMG_DISSOLVE | DMG_SHOCK ); + CTakeDamageInfo info( this, m_hCreatorMarine, m_hCreatorWeapon, MarineSkills()->GetSkillBasedValueByMarine( m_hCreatorMarine, ASW_MARINE_SKILL_ENGINEERING, ASW_MARINE_SUBSKILL_ENGINEERING_SHIELD_DAMAGE ), DMG_DISSOLVE ); info.SetAmmoType( m_hCreatorWeapon->GetSecondaryAmmoType() ); info.SetDamagePosition( m_hCreatorMarine->Weapon_ShootPosition() ); info.SetDamageForce( m_hCreatorMarine->Forward() );