missile.takedamage = DAMAGE_YES;
missile.damageforcescale = WEP_CVAR_PRI(okrpc, damageforcescale);
- SetResource(missile, RES_HEALTH, WEP_CVAR_PRI(okrpc, health));
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(okrpc, health));
missile.event_damage = W_OverkillRocketPropelledChainsaw_Damage;
missile.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, missile);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), a, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);