self.punchangle_y = random() - 0.5;
}
- missile = spawn();
+ missile = new(hlacbolt);
missile.owner = missile.realowner = self;
- missile.classname = "hlacbolt";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
W_SetupShot(self, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- missile = spawn();
+ missile = new(hlacbolt);
missile.owner = missile.realowner = self;
- missile.classname = "hlacbolt";
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);