vector dir;
float d;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
// 1. dist damage
proj.touch = W_Fireball_TouchExplode;
setsize(proj, '-16 -16 -16', '16 16 16');
proj.flags = FL_PROJECTILE;
-
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+
CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
-
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+
CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
float w_fireball(float req)
{
- float ammo_amount;
+ //float ammo_amount;
if (req == WR_AIM)
{
self.BUTTON_ATCK = FALSE;