w_shotdir = v_forward;
w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
- //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ //Send_Effect("grenadelauncher_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
gren = spawn();
gren.cnt = type;
else
CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true);
- other = gren; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, gren);
}
bool w_nexball_weapon(int req); // WEAPONTODO