v_forward = normalize(v_forward);
v += v_forward * 50;
-//void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
+//void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
fireBallisticBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_speed,
- 5, autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_SBMINIGUN, 0, 1, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
+ 5, autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_SBMINIGUN, 0, 1, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
endFireBallisticBullet();
// fireBullet (v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_damage,