dir = normalize(e.origin + e.view_ofs - this.origin);
if(accuracy_isgooddamage(this.realowner, e))
- accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+ accuracy_add(this.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, this.weaponentity_fld, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
proj.use = W_Fireball_Explode_use;
setthink(proj, W_Fireball_Think);
proj.nextthink = time;
- SetResourceAmountExplicit(proj, RESOURCE_HEALTH, WEP_CVAR_PRI(fireball, health));
+ SetResourceAmount(proj, RESOURCE_HEALTH, WEP_CVAR_PRI(fireball, health));
proj.team = actor.team;
proj.event_damage = W_Fireball_Damage;
proj.takedamage = DAMAGE_YES;