if(IsFlying(other))
AnnounceTo(self.realowner, "airshot");
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_damage, autocvar_g_balance_rocketlauncher_edgedamage, autocvar_g_balance_rocketlauncher_radius, world, autocvar_g_balance_rocketlauncher_force, self.projectiledeathtype, other);
{
W_Rocket_Unregister();
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
RadiusDamage (self, self.realowner, autocvar_g_balance_rocketlauncher_remote_damage, autocvar_g_balance_rocketlauncher_remote_edgedamage, autocvar_g_balance_rocketlauncher_remote_radius, world, autocvar_g_balance_rocketlauncher_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
missile.nextthink = time;
missile.cnt = time + autocvar_g_balance_rocketlauncher_lifetime;
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, autocvar_g_balance_rocketlauncher_guiderate == 0 && autocvar_g_balance_rocketlauncher_speedaccel == 0, PROJECTILE_ROCKET, FALSE); // because of fly sound
// don't switch while guiding a missile
if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
{
+ ammo_amount = FALSE;
if(autocvar_g_balance_rocketlauncher_reload_ammo)
{
if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)