vehicles_projectile_explode(this, trigger);
}
-entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
+entity vehicles_projectile(entity this, entity _mzlfx, Sound _mzlsound,
vector _org, vector _vel,
float _dmg, float _radi, float _force, float _size,
int _deahtype, float _projtype, float _health,
if(_mzlsound != SND_Null)
sound (this, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTEN_NORM);
- if(_mzlfx)
- Send_Effect_(_mzlfx, proj.origin, proj.velocity, 1);
+ if(_mzlfx != EFFECT_Null)
+ Send_Effect(_mzlfx, proj.origin, proj.velocity, 1);
setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);