up = v_up;
shots = WEP_CVAR_PRI(crylink, shots);
- Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
proj = prevproj = firstproj = NULL;
for(counter = 0; counter < shots; ++counter)
{
s.y = v_forward.x;
s.z = v_forward.y;
}
- s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor;
+ s = s * WEP_CVAR_PRI(crylink, spread) * autocvar_g_weaponspreadfactor;
W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false);
settouch(proj, W_Crylink_Touch);
up = v_up;
shots = WEP_CVAR_SEC(crylink, shots);
- Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
proj = prevproj = firstproj = NULL;
for(counter = 0; counter < shots; ++counter)
{
s.y = v_forward.x;
s.z = v_forward.y;
}
- s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor;
+ s = s * WEP_CVAR_SEC(crylink, spread) * autocvar_g_weaponspreadfactor;
s = w_shotdir + right * s.y + up * s.z;
}
else
{
- s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor);
+ s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * autocvar_g_weaponspreadfactor);
}
W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false);
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
IL_PUSH(g_bot_dodge, proj);
- proj.missile_flags = MIF_SPLASH;
+ proj.missile_flags = MIF_SPLASH;
CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true);