proj.flags = FL_PROJECTILE;
CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
void W_Fireball_AttackEffect(float i, vector f_diff)
proj.flags = FL_PROJECTILE;
CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_fireball (void)