case 2: note = -5; break; // G
case 3: note = -4; break; // G#
case 4: note = +5; break; // e#
+ default:
case 5: note = 0; break; // c
case 6: note = +2; break; // d
case 7: note = +3; break; // eb
self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
//sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
- RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
+ RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
o = gettaginfo(self.exteriorweaponentity, 0);
if(time > self.tuba_smoketime)