if (!wep)
return;
- WEPSET_OR_EW(e, wep);
+ e.weapons |= WepSet_FromWeapon(wep);
oldself = self;
self = e;
if(!pseudoprojectile)
pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
- soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
}
if(pseudoprojectile)
self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
self.W_BallisticBullet_LeaveSolid_think_save = func_null;
- self.flags &~= FL_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
if(self.enemy.solid == SOLID_BSP)
{