#include "hook.qh"
-#include <server/bot/api.qh>
-#include <common/weapons/_all.qh>
-#include <common/stats.qh>
-#include <server/damage.qh>
-#include <server/mutators/_mod.qh>
-#include <server/world.qh>
+#include <common/constants.qh>
#include <common/effects/all.qh>
-#include "weapons/common.qh"
-#include "weapons/csqcprojectile.qh"
-#include "weapons/weaponsystem.qh"
-#include "weapons/selection.qh"
-#include "weapons/tracing.qh"
-#include "player.qh"
-#include "command/common.qh"
-#include "command/vote.qh"
-#include "round_handler.qh"
-#include <common/state.qh>
+#include <common/net_linked.qh>
#include <common/physics/player.qh>
-#include <common/vehicles/all.qh>
-#include <common/constants.qh>
+#include <common/state.qh>
+#include <common/stats.qh>
#include <common/util.qh>
-#include <common/net_linked.qh>
+#include <common/vehicles/all.qh>
+#include <common/weapons/_all.qh>
#include <common/weapons/_all.qh>
#include <lib/warpzone/common.qh>
#include <lib/warpzone/server.qh>
+#include <server/bot/api.qh>
+#include <server/command/common.qh>
+#include <server/command/vote.qh>
+#include <server/damage.qh>
+#include <server/mutators/_mod.qh>
+#include <server/player.qh>
+#include <server/round_handler.qh>
+#include <server/weapons/common.qh>
+#include <server/weapons/csqcprojectile.qh>
+#include <server/weapons/selection.qh>
+#include <server/weapons/tracing.qh>
+#include <server/weapons/weaponsystem.qh>
+#include <server/world.qh>
/*============================================
error("Owner lost the hook!\n");
return;
}
- if(LostMovetypeFollow(this) || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
+ if((this.move_movetype == MOVETYPE_FOLLOW && LostMovetypeFollow(this))
+ || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
{
RemoveHook(this);
return;
vector vs = hook_shotorigin[s];
vector oldmovedir = actor.(weaponentity).movedir;
actor.(weaponentity).movedir = vs;
- W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id);
+ W_SetupShot_ProjectileSize(actor, weaponentity, HOOK_MINS, HOOK_MAXS, true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id);
W_MuzzleFlash(WEP_HOOK, actor, weaponentity, w_shotorg, '0 0 0');
actor.(weaponentity).movedir = oldmovedir;
PROJECTILE_MAKETRIGGER(missile);
//setmodel (missile, MDL_HOOK); // precision set below
- setsize (missile, '-3 -3 -3', '3 3 3');
+ setsize (missile, HOOK_MINS, HOOK_MAXS);
setorigin(missile, w_shotorg);
missile.state = 0; // not latched onto anything