missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Hagar_Touch);
missile.use = W_Hagar_Explode_use;
missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Hagar_Touch2);
missile.cnt = 0;
missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Hagar_Touch); // not bouncy
missile.use = W_Hagar_Explode2_use;
missile.angles = vectoangles(missile.velocity);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);