if not(self.items & IT_UNLIMITED_SUPERWEAPONS)
self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
- W_SetupShot (self, FALSE, 4, "porto/fire.wav", 0);
+ W_SetupShot (self, FALSE, 4, "porto/fire.wav", CHAN_WEAPON, 0);
// always shoot from the eye
w_shotdir = v_forward;
w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
+
+ other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_porto (void)