proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
- proj = spawn();
+ proj = new(spike);
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
- proj.classname = "spike";
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage);
if(shots == 1) {
proj = prevproj = firstproj = world;
for(counter = 0; counter < shots; ++counter)
{
- proj = spawn();
+ proj = new(spike);
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = self;
- proj.classname = "spike";
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage);
if(shots == 1) {
pos = W_Crylink_LinkJoin(actor.crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed));
- linkjoineffect = spawn();
+ linkjoineffect = new(linkjoineffect);
linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
- linkjoineffect.classname = "linkjoineffect";
linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
linkjoineffect.owner = actor;
setorigin(linkjoineffect, pos);