int laser_count = max(1, autocvar_g_rm_laser_count);
int total = (mode == 0) ? laser_count : 1;
Sound snd = (mode == 0) ? SND_CRYLINK_FIRE : SND_ELECTRO_FIRE2;
- W_SetupShot_ProjectileSize(actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, snd, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
+ W_SetupShot_ProjectileSize(actor, weaponentity, RM_MINS, RM_MAXS, false, 2, snd, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
// uses electro effects
W_MuzzleFlash(WEP_ELECTRO, actor, weaponentity, w_shotorg, w_shotdir);
proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
proj.angles = vectoangles(proj.velocity);
settouch(proj, W_RocketMinsta_Laser_Touch);
- setsize(proj, '0 0 -3', '0 0 -3');
+ setsize(proj, RM_MINS, RM_MAXS);
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
IL_PUSH(g_bot_dodge, proj);
if(WEP_CVAR_SEC(vaporizer, ammo))
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
- BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity);
+ makevectors(actor.v_angle);
+ W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
// now do normal refire
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);