vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
- DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, player);
+ DEATH_VH_RAPT_CANNON.m_id, PROJECTILE_RAPTORCANNON, 0, true, true, player);
weapon_thinkf(player, WFRAME_FIRE1, 0, w_ready);
}
}
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
autocvar_g_vehicle_raptor_bomblet_radius, world, world,
- autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
+ autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB.m_id, world);
remove(self);
}
entity bomblet;
float i;
- Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
+ Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT.m_id, 0, self);
for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
{