entity missile = spawn(); //WarpZone_RefSys_SpawnSameRefSys(actor);
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id);
+ W_SetupShot_ProjectileSize(actor, weaponentity, RPC_MINS, RPC_MAXS, false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = thiswep.m_id;
missile.weaponentity_fld = weaponentity;
- setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
+ setsize (missile, RPC_MINS, RPC_MAXS); // give it some size so it can be shot
setorigin(missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(okrpc, speed), 0);