IL_PUSH(g_projectiles, proj);
IL_PUSH(g_bot_dodge, proj);
proj.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, proj);
proj.bouncefactor = 0.3;
proj.bouncestop = 0.05;
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
}
-bool M_Spider_Attack(int attack_type, entity actor, entity targ)
+bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
- .entity weaponentity = weaponentities[0];
switch(attack_type)
{
Weapon wep = WEP_SPIDER_ATTACK;