CLASS(Fireball, Weapon)
/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none);
/* impulse */ ATTRIB(Fireball, impulse, int, 9);
-/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
+/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
/* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
#ifdef GAMEQC
if(d < dist)
{
e.fireball_impactvec = p;
- RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+ RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
}
}
if(RandomSelection_chosen_ent)