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