s_z = v_forward_y;
}
s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
- W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
+ W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch;
proj.think = W_Crylink_Fadethink;
setorigin (proj, w_shotorg);
setsize(proj, '0 0 0', '0 0 0');
- W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0);
+ W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0, FALSE);
proj.touch = W_Crylink_Touch2;
proj.think = W_Crylink_Fadethink;
if(counter == (shots - 1) / 2)