W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id);
- Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
mine = WarpZone_RefSys_SpawnSameRefSys(actor);
mine.weaponentity_fld = weaponentity;
CSQCProjectile(mine, true, PROJECTILE_MINE, true);
// muzzle flash for 1st person view
+ // TODO: handle on the client
flash = spawn();
setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
SUB_SetFade(flash, time, 0.1);
float desirabledamage;
desirabledamage = enemydamage;
- if(time > actor.invincible_finished && time > actor.spawnshieldtime)
+ if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime)
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;