// Any dedicated force oriented effects #include "cg_local.h" /* ------------------------- FX_ForceDrained ------------------------- */ // This effect is not generic because of possible enhancements void FX_ForceDrained(vec3_t origin, vec3_t dir) { VectorScale(dir, -1.0, dir); trap_FX_PlayEffectID(cgs.effects.forceDrained, origin, dir, -1, -1); }