set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
- proj.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
proj.projectiledeathtype = thiswep.m_id;
//proj.gravity = 0.001;
setorigin(proj, w_shotorg);
- setsize(proj, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
+ setsize(proj, '0 0 0', '0 0 0');
s = '0 0 0';
MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
- if(WEP_CVAR_PRI(crylink, joinspread) != 0)
+ if(WEP_CVAR_PRI(crylink, joinspread) != 0 && WEP_CVAR_PRI(crylink, shots) > 1)
{
actor.(weaponentity).crylink_lastgroup = proj;
W_Crylink_CheckLinks(proj);
set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
- proj.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
//proj.gravity = 0.001;
setorigin(proj, w_shotorg);
- setsize(proj, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
+ setsize(proj, '0 0 0', '0 0 0');
if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
{
MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
- if(WEP_CVAR_SEC(crylink, joinspread) != 0)
+ if(WEP_CVAR_SEC(crylink, joinspread) != 0 && WEP_CVAR_SEC(crylink, shots) > 1)
{
actor.(weaponentity).crylink_lastgroup = proj;
W_Crylink_CheckLinks(proj);
thiswep.wr_reload(thiswep, actor, weaponentity);
}
- if(fire & 1)
+ else if(fire & 1)
{
if(actor.(weaponentity).crylink_waitrelease != 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire)))
}
}
- if((fire & 2) && autocvar_g_balance_crylink_secondary)
+ else if((fire & 2) && autocvar_g_balance_crylink_secondary)
{
if(actor.(weaponentity).crylink_waitrelease != 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire)))