proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
proj.effects = EF_LOWPRECISION | EF_FLAME;
- kick_x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
- kick_y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
- kick_z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
+ kick.x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
+ kick.y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
+ kick.z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
proj.velocity = kick;
proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
float randomw;
randomw = random()*M_PI*2;
vector randomp;
- randomp_x = randomr*cos(randomw);
- randomp_y = randomr*sin(randomw);
- randomp_z = 1;
+ randomp.x = randomr*cos(randomw);
+ randomp.y = randomr*sin(randomw);
+ randomp.z = 1;
pointparticles(particleeffectnum("electro_muzzleflash"), self.origin + randomp, '0 0 0', 1);
if(time >= self.nade_special_time)