this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- if(this.movetype == MOVETYPE_NONE)
+ if(this.move_movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, directhitentity);
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- if(this.movetype == MOVETYPE_NONE)
+ if(this.move_movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, directhitentity);
this.projectiledeathtype |= HITTYPE_BOUNCE;
this.gl_bouncecnt += 1;
}
- else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.movetype == MOVETYPE_NONE))) // stick
+ else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
{
spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
this.oldvelocity = this.velocity;
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE; // also disables gravity
+ set_movetype(this, MOVETYPE_NONE); // also disables gravity
this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
UpdateCSQCProjectile(this);
this.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
}
- else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.movetype == MOVETYPE_NONE))) // stick
+ else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
{
spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
this.oldvelocity = this.velocity;
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE; // also disables gravity
+ set_movetype(this, MOVETYPE_NONE); // also disables gravity
this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
UpdateCSQCProjectile(this);
gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
- gren.movetype = MOVETYPE_BOUNCE;
+ set_movetype(gren, MOVETYPE_BOUNCE);
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
- gren.movetype = MOVETYPE_BOUNCE;
+ set_movetype(gren, MOVETYPE_BOUNCE);
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);