- #define HANDLE(id) case PROJECTILE_##id: setmodel(self, MDL_PROJECTILE_##id);
- HANDLE(ELECTRO) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
- HANDLE(ROCKET) self.traileffect = EFFECT_TR_ROCKET.m_id; self.scale = 2; break;
- HANDLE(CRYLINK) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
- HANDLE(CRYLINK_BOUNCING) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
- HANDLE(ELECTRO_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
- HANDLE(GRENADE) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
- HANDLE(GRENADE_BOUNCING) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
- HANDLE(MINE) self.traileffect = EFFECT_TR_GRENADE.m_id; break;
- HANDLE(BLASTER) self.traileffect = EFFECT_Null.m_id; break;
- HANDLE(HLAC) self.traileffect = EFFECT_Null.m_id; break;
- HANDLE(PORTO_RED) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
- HANDLE(PORTO_BLUE) self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
- HANDLE(HOOKBOMB) self.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
- HANDLE(HAGAR) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
- HANDLE(HAGAR_BOUNCING) self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
- HANDLE(FIREBALL) self.modelindex = 0; self.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
- HANDLE(FIREMINE) self.modelindex = 0; self.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
- HANDLE(TAG) self.traileffect = EFFECT_TR_ROCKET.m_id; break;
- HANDLE(FLAC) self.scale = 0.4; self.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
- HANDLE(SEEKER) self.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
-
- HANDLE(MAGE_SPIKE) self.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
- HANDLE(SHAMBLER_LIGHTNING) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
-
- HANDLE(RAPTORBOMB) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
- HANDLE(RAPTORBOMBLET) self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
- HANDLE(RAPTORCANNON) self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
-
- HANDLE(SPIDERROCKET) self.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
- HANDLE(WAKIROCKET) self.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
- HANDLE(WAKICANNON) self.traileffect = EFFECT_Null.m_id; break;
-
- HANDLE(BUMBLE_GUN) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
- HANDLE(BUMBLE_BEAM) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
-
- HANDLE(RPC) self.traileffect = EFFECT_TR_ROCKET.m_id; break;
-
- HANDLE(ROCKETMINSTA_LASER) self.traileffect = EFFECT_ROCKETMINSTA_LASER(self.team).m_id; break;
+#define HANDLE(id) case PROJECTILE_##id: setmodel(this, MDL_PROJECTILE_##id);
+ HANDLE(ELECTRO) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(ROCKET) this.traileffect = EFFECT_TR_ROCKET.m_id; this.scale = 2; break;
+ HANDLE(CRYLINK) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
+ HANDLE(CRYLINK_BOUNCING) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
+ HANDLE(ELECTRO_BEAM) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(GRENADE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
+ HANDLE(GRENADE_BOUNCING) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
+ HANDLE(MINE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
+ HANDLE(BLASTER) this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(HLAC) this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(PORTO_RED) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
+ HANDLE(PORTO_BLUE) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
+ HANDLE(HOOKBOMB) this.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
+ HANDLE(HAGAR) this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
+ HANDLE(HAGAR_BOUNCING) this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
+ HANDLE(FIREBALL) this.modelindex = 0; this.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
+ HANDLE(FIREMINE) this.modelindex = 0; this.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
+ HANDLE(TAG) this.traileffect = EFFECT_TR_ROCKET.m_id; break;
+ HANDLE(FLAC) this.scale = 0.4; this.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
+ HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
+
+ HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
+ HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+
+ HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(RAPTORCANNON) this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
+
+ HANDLE(SPIDERROCKET) this.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
+ HANDLE(WAKIROCKET) this.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
+ HANDLE(WAKICANNON) this.traileffect = EFFECT_Null.m_id; break;
+
+ HANDLE(BUMBLE_GUN) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(BUMBLE_BEAM) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+
+ HANDLE(RPC) this.traileffect = EFFECT_TR_ROCKET.m_id; break;
+
+ HANDLE(ROCKETMINSTA_LASER) this.traileffect = EFFECT_ROCKETMINSTA_LASER(this.team).m_id; break;