missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock)
+ if(!(fire & 1) || actor.hagar_load || actor.hagar_loadblock || PS(actor).m_switchweapon != WEP_HAGAR)
{
w_ready(thiswep, actor, weaponentity, fire);
return;