// 1. dist damage
d = (self.realowner.health + self.realowner.armorvalue);
- RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
if(self.realowner.health + self.realowner.armorvalue >= d)
if(!self.cnt)
{
proj.touch = W_Fireball_TouchExplode;
setsize(proj, '-16 -16 -16', '16 16 16');
proj.flags = FL_PROJECTILE;
-
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+
CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
other = proj; MUTATOR_CALLHOOK(EditProjectile);
proj.angles = vectoangles(proj.velocity);
proj.flags = FL_PROJECTILE;
-
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+
CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
other = proj; MUTATOR_CALLHOOK(EditProjectile);