missile.touch = W_Laser_Touch;
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
+ missile.missile_flags = MIF_SPLASH;
missile.think = W_Laser_Think;
missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
// only play fire sound if 0.5 sec has passed since player let go the fire button
if(time - self.prevgauntletfire > 0.5)
{
- sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTEN_NORM);
}
entity beam, oldself;
org2 = w_org + w_backoff * 6;
pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
}
else if(req == WR_PRECACHE)
{