isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
- RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
+ RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius),
+ NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, this.weaponentity_fld, toucher);
delete(this);
}
IL_PUSH(g_projectiles, missile);
IL_PUSH(g_bot_dodge, missile);
missile.projectiledeathtype = WEP_HLAC.m_id;
+ missile.weaponentity_fld = weaponentity;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
+ missile.weaponentity_fld = weaponentity;
CSQCProjectile(missile, true, PROJECTILE_HLAC, true);