That's the proper way of disabling the impact effects for the knife... *cough*
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4 changed files with 4 additions and 4 deletions
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@ -52,9 +52,9 @@ int BaseMelee_Attack( void ) {
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sound( self, CHAN_WEAPON, sprintf( "weapons/knife_hit%d.wav", floor( ( random() * 4 ) + 1 ) ), 1, ATTN_NORM );
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}
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Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE );
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}/* else {
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} else {
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Effect_Impact( IMPACT_MELEE, trace_endpos, trace_plane_normal );
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}*/
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}
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return TRUE;
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}
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@ -253,8 +253,8 @@ void Effect_Impact( int iType, vector vPos, vector vNormal ) {
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#else
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switch ( iType ) {
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case IMPACT_MELEE:
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pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
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pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
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/*pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
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pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );*/
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pointsound( vPos, "weapons/knife_hitwall1.wav", 1, ATTN_STATIC );
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break;
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case IMPACT_EXPLOSION:
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freecs/progs.dat
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freecs/progs.dat
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