.float gravity;
.float snd_looping;
.float silent;
-.float traileffect;
void Projectile_ResetTrail(vector to)
{
Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
if(!(self.move_flags & FL_ONGROUND))
if(self.velocity != '0 0 0')
- self.angles = vectoangles(self.velocity);
+ self.move_angles = self.angles = vectoangles(self.velocity);
}
else
{