proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, proj);
proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
//CSQCProjectile(proj, true, PROJECTILE_NAPALM_FIRE, true);
_nade.damagedbycontents = true;
_nade.angles = vectoangles(_nade.velocity);
_nade.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, _nade);
_nade.projectiledeathtype = DEATH_NADE.m_id;
_nade.toss_time = time;
_nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
if (held_nade)
{
player.nade_timer = bound(0, (time - held_nade.nade_time_primed) / autocvar_g_nades_nade_lifetime, 1);
- // LOG_TRACEF("%d %d\n", player.nade_timer, time - held_nade.nade_time_primed);
+ // LOG_TRACEF("%d %d", player.nade_timer, time - held_nade.nade_time_primed);
makevectors(player.angles);
held_nade.velocity = player.velocity;
setorigin(held_nade, player.origin + player.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
{
entity frag_target = M_ARGV(0, entity);
-
+
if(frag_target.nade)
toss_nade(frag_target, true, '0 0 0', time + 0.05);
}