// TODO: projectiles use glowmaps for their color, not teams
#if 0
if(this.colormap > 0)
- this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true) * 2;
+ this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true);
else
this.glowmod = '1 1 1';
#endif
HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
- HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(GOLEM_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
this.bouncestop = WEP_CVAR(mortar, bouncestop);
break;
- case PROJECTILE_SHAMBLER_LIGHTNING:
+ case PROJECTILE_GOLEM_LIGHTNING:
this.mins = '-8 -8 -8';
this.maxs = '8 8 8';
this.scale = 2.5;