// TODO: projectiles use glowmaps for their color, not teams
#if 0
if(this.colormap > 0)
- this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true) * 2;
+ this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true);
else
this.glowmod = '1 1 1';
#endif
HANDLE(GRENADE_BOUNCING) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
HANDLE(MINE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
HANDLE(BLASTER) this.traileffect = EFFECT_Null.m_id; break;
- HANDLE(ARC_BOLT) this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(ARC_BOLT) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; break;
HANDLE(HLAC) this.traileffect = EFFECT_Null.m_id; break;
HANDLE(PORTO_RED) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
HANDLE(PORTO_BLUE) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
this.mins = '-4 -4 -4';
this.maxs = '4 4 4';
break;
+ case PROJECTILE_ARC_BOLT:
+ set_movetype(this, MOVETYPE_BOUNCE);
+ settouch(this, func_null);
+ break;
case PROJECTILE_RAPTORBOMB:
this.mins = '-3 -3 -3';
this.maxs = '3 3 3';