-
- // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
- sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
- vector org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
-
- tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor);
- org = trace_endpos;
-
- Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1);
+ vector oldmovedir = actor.(weaponentity).movedir;
+ actor.(weaponentity).movedir = vs;
+ W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id);
+ Send_Effect(EFFECT_HOOK_MUZZLEFLASH, w_shotorg, '0 0 0', 1);
+ actor.(weaponentity).movedir = oldmovedir;