case PROJECTILE_FIREMINE:
loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM);
self.move_movetype = MOVETYPE_BOUNCE;
case PROJECTILE_FIREMINE:
loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM);
self.move_movetype = MOVETYPE_BOUNCE;