missile.touch = W_Laser_Touch;
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
missile.think = W_Laser_Think;
missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
}
return TRUE;
-};
+}
#endif
#ifdef CSQC
float w_laser(float req)