set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
+ proj.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
proj.projectiledeathtype = thiswep.m_id;
//proj.gravity = 0.001;
setorigin(proj, w_shotorg);
- setsize(proj, '0 0 0', '0 0 0');
+ setsize(proj, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
s = '0 0 0';
set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
+ proj.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
proj.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
//proj.gravity = 0.001;
setorigin(proj, w_shotorg);
- setsize(proj, '0 0 0', '0 0 0');
+ setsize(proj, UNHITTABLEPROJ_MINS, UNHITTABLEPROJ_MAXS);
if(WEP_CVAR_SEC(crylink, spreadtype) == 1)
{
METHOD(Crylink, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(random() < 0.10)
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false, true);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false, true);
}
METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
#ifdef CSQC
METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 2;
+ vector org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1);