W_RocketMinsta_Laser_Explode(this);
}
-void W_RocketMinsta_Laser_Touch (entity this)
+void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
//W_RocketMinsta_Laser_Explode ();
- RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher);
remove(this);
}
//W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
//W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
//W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
proj.angles = vectoangles(proj.velocity);