W_SetupShot_ProjectileSize(
actor,
weaponentity,
- '0 0 -3',
- '0 0 -3',
+ BOLT_MINS,
+ BOLT_MAXS,
false,
2,
SND_ELECTRO_FIRE,
proj.nextthink = time;
proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
+ proj.clipgroup = CLIPGROUP_UNHITTABLEPROJ;
proj.projectiledeathtype = thiswep.m_id;
proj.weaponentity_fld = weaponentity;
setorigin(proj, w_shotorg);
W_SetupProjVelocity_PRI(proj, electro);
proj.angles = vectoangles(proj.velocity);
settouch(proj, W_Electro_TouchExplode);
- setsize(proj, '0 0 -3', '0 0 -3');
+ setsize(proj, BOLT_MINS, BOLT_MAXS);
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
IL_PUSH(g_bot_dodge, proj);
W_SetupShot_ProjectileSize(
actor,
weaponentity,
- '-4 -4 -4',
- '4 4 4',
+ ORB_MINS,
+ ORB_MAXS,
false,
2,
SND_ELECTRO_FIRE2,
set_movetype(proj, MOVETYPE_BOUNCE);
W_SetupProjVelocity_UP_SEC(proj, electro);
settouch(proj, W_Electro_Orb_Touch);
- setsize(proj, '-4 -4 -4', '4 4 4');
+ setsize(proj, ORB_MINS, ORB_MAXS);
proj.takedamage = DAMAGE_YES;
proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
SetResourceExplicit(proj, RES_HEALTH, WEP_CVAR_SEC(electro, health));