gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
- if(cvar("g_balance_grenadelauncher_secondary_type") == 0 || cvar("g_balance_grenadelauncher_secondary_type") == 2)
+ if(cvar("g_balance_grenadelauncher_primary_type") == 0 || cvar("g_balance_grenadelauncher_primary_type") == 2)
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
else
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+
+ other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
void W_Grenade_Attack2 (void)
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
else
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
+
+ other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_grenadelauncher (void)
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
{
- if(cvar("g_balance_grenadelauncher_primary2secondary"))
- W_Grenade_Attack2();
- else
- W_Grenade_Attack();
+ W_Grenade_Attack();
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
}
if (self.BUTTON_ATCK2)