W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(mortar, damage), thiswep.m_id);
w_shotdir = v_forward; // no TrueAim for grenades please
- Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
entity gren = new(grenade);
gren.owner = gren.realowner = actor;
settouch(gren, W_Mortar_Grenade_Touch1);
gren.takedamage = DAMAGE_YES;
- SetResource(gren, RES_HEALTH, WEP_CVAR_PRI(mortar, health));
+ SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_PRI(mortar, health));
gren.damageforcescale = WEP_CVAR_PRI(mortar, damageforcescale);
gren.event_damage = W_Mortar_Grenade_Damage;
gren.damagedbycontents = true;
W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 4, SND_GRENADE_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(mortar, damage), thiswep.m_id | HITTYPE_SECONDARY);
w_shotdir = v_forward; // no TrueAim for grenades please
- Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
gren = new(grenade);
gren.owner = gren.realowner = actor;
settouch(gren, W_Mortar_Grenade_Touch2);
gren.takedamage = DAMAGE_YES;
- SetResource(gren, RES_HEALTH, WEP_CVAR_SEC(mortar, health));
+ SetResourceExplicit(gren, RES_HEALTH, WEP_CVAR_SEC(mortar, health));
gren.damageforcescale = WEP_CVAR_SEC(mortar, damageforcescale);
gren.event_damage = W_Mortar_Grenade_Damage;
gren.damagedbycontents = true;