#include "gamemode.qh"
-#include "../t_jumppads.qh"
-
float autocvar_g_nexball_safepass_turnrate;
float autocvar_g_nexball_safepass_maxdist;
float autocvar_g_nexball_safepass_holdtime;
if(!(balls & BALL_BASKET))
return;
W_SetupShot(self, false, 2, "nexball/shoot2.wav", CH_WEAPON_A, 0);
-// pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+// Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = self;