missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Hagar_Touch);
missile.use = W_Hagar_Explode_use;
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Hagar_Touch2);
missile.cnt = 0;
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Hagar_Touch); // not bouncy
missile.use = W_Hagar_Explode2_use;
{
// loadable hagar secondary attack, must always run each frame
- if(time < game_starttime || PS(actor).m_switchweapon != WEP_HAGAR)
+ if(time < game_starttime)
return;
bool loaded = actor.hagar_load >= WEP_CVAR_SEC(hagar, load_max);