newmine.realowner = this.realowner;
setorigin(newmine, this.origin);
setmodel(newmine, MDL_MINELAYER_MINE);
- setsize(newmine, MINE_MINS, MINE_MAXS);
+ setsize(newmine, '-4 -4 -4', '4 4 4');
newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
newmine.movedir = -trace_plane_normal;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
- W_SetupShot_ProjectileSize(actor, weaponentity, MINE_MINS, MINE_MAXS, false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id);
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id);
W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
entity mine = WarpZone_RefSys_SpawnSameRefSys(actor);
PROJECTILE_MAKETRIGGER(mine);
mine.projectiledeathtype = thiswep.m_id;
mine.weaponentity_fld = weaponentity;
- setsize(mine, MINE_MINS, MINE_MAXS);
+ setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);