/* =============== G_UpdateZapEffect =============== */ static void G_UpdateZapEffect( zap_t *zap ) { int i; int entityNums[ LEVEL2_AREAZAP_MAX_TARGETS + 1 ]; entityNums[ 0 ] = zap->creator->s.number; for( i = 0; i < zap->numTargets; i++ ) entityNums[ i + 1 ] = zap->targets[ i ]->s.number; BG_PackEntityNumbers( &zap->effectChannel->s, entityNums, zap->numTargets + 1 ); VectorCopy( zap->creator->s.origin, zap->effectChannel->r.currentOrigin ); trap_LinkEntity( zap->effectChannel ); }
/* =============== G_UpdateZapEffect =============== */ static void G_UpdateZapEffect( zap_t *zap ) { int i; int entityNums[ LEVEL2_AREAZAP_MAX_TARGETS + 1 ]; entityNums[ 0 ] = zap->creator->s.number; for ( i = 0; i < zap->numTargets; i++ ) { entityNums[ i + 1 ] = zap->targets[ i ]->s.number; } BG_PackEntityNumbers( &zap->effectChannel->s, entityNums, zap->numTargets + 1 ); G_SetOrigin( zap->effectChannel, muzzle ); trap_LinkEntity( zap->effectChannel ); }