self.use();
} else {
self.cnt++;
- pointparticles(particleeffectnum("hagar_bounce"), self.origin, self.velocity, 1);
+ Send_Effect("hagar_bounce", self.origin, self.velocity, 1);
self.angles = vectoangles(self.velocity);
self.owner = world;
self.projectiledeathtype |= HITTYPE_BOUNCE;
W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
- pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
void W_Hagar_Attack2(void)
W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
- pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;
CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
weapon_prepareattack_do(1, WEP_CVAR_SEC(hagar, refire));
W_SetupShot(self, false, 2, "weapons/hagar_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
- pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("hagar_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
right = v_right;
CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);