PROJECTILE_TOUCH;
self.event_damage = func_null;
-
+
if(self.projectiledeathtype & HITTYPE_SECONDARY)
RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
else
missile.nextthink = time + autocvar_g_balance_hlac_secondary_lifetime;
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
+ missile.missile_flags = MIF_SPLASH;
missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
if (self.BUTTON_ATCK)
{
if (!weapon_action(self.weapon, WR_CHECKAMMO1))
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
w_ready();