newmine.damageforcescale = self.damageforcescale;
newmine.health = self.health;
newmine.event_damage = self.event_damage;
+ newmine.spawnshieldtime = self.spawnshieldtime;
newmine.movetype = MOVETYPE_NONE; // lock the mine in place
newmine.projectiledeathtype = self.projectiledeathtype;
if (self.owner.deadflag == DEAD_NO)
if (self.minelayer_detonate)
W_Mine_RemoteExplode();
-
- if(self.csqcprojectile_clientanimate == 0)
- UpdateCSQCProjectile(self);
}
void W_Mine_Touch (void)
mine.cnt = time + cvar("g_balance_minelayer_lifetime");
mine.flags = FL_PROJECTILE;
- CSQCProjectile(mine, FALSE, PROJECTILE_MINE, TRUE);
+ CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
// muzzle flash for 1st person view
flash = spawn ();