missile.angles = vectoangles (missile.velocity);
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
missile.angles = vectoangles (missile.velocity);
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR_BOUNCING, TRUE);
shots = self.hagar_load;
missile = world;
- while (counter < shots)
+ for(counter = 0; counter < shots; ++counter)
{
missile = spawn ();
missile.owner = missile.realowner = self;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
+ missile.missile_flags = MIF_SPLASH;
// per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
spread_pershot = ((shots - 1) / (autocvar_g_balance_hagar_secondary_load_max - 1));
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
-
- counter = counter + 1;
}
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);