Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- proj = spawn();
- proj.classname = "plasma_prim";
+ proj = new(plasma_prim);
proj.owner = proj.realowner = self;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
Send_Effect(EFFECT_FIREBALL_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- proj = spawn();
+ proj = new(grenade);
proj.owner = proj.realowner = self;
- proj.classname = "grenade";
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
proj.movetype = MOVETYPE_BOUNCE;