self.event_damage = SUB_Null;
if(self.projectiledeathtype & HITTYPE_SECONDARY)
- RadiusDamage (self, self.owner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_secondary_damage, autocvar_g_balance_hlac_secondary_edgedamage, autocvar_g_balance_hlac_secondary_radius, world, autocvar_g_balance_hlac_secondary_force, self.projectiledeathtype, other);
else
- RadiusDamage (self, self.owner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_hlac_primary_damage, autocvar_g_balance_hlac_primary_edgedamage, autocvar_g_balance_hlac_primary_radius, world, autocvar_g_balance_hlac_primary_force, self.projectiledeathtype, other);
remove (self);
}
if(self.crouch)
spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_primary_damage);
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if (!g_norecoil)
{
}
missile = spawn ();
- missile.owner = self;
+ missile.owner = missile.realowner = self;
missile.classname = "hlacbolt";
missile.bot_dodge = TRUE;
if(self.crouch)
spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_secondary_damage);
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();
- missile.owner = self;
+ missile.owner = missile.realowner = self;
missile.classname = "hlacbolt";
missile.bot_dodge = TRUE;
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
- sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
}
else if(req == WR_PRECACHE)
{