f = self.dmg_last - dmg_remaining_next;
self.dmg_last = dmg_remaining_next;
- RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, self.dmg_force * f, self.projectiledeathtype, world);
+ RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
self.projectiledeathtype |= HITTYPE_BOUNCE;
- //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, self.dmg_force * f, self.projectiledeathtype, world);
+ //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
if(dt < self.dmg_duration)
self.nextthink = time + 0.05; // soon
gren.damageforcescale = autocvar_g_balance_hook_secondary_damageforcescale;
gren.event_damage = W_Hook_Damage;
gren.damagedbycontents = TRUE;
+ gren.missile_flags = MIF_SPLASH | MIF_ARC;
gren.velocity = '0 0 1' * autocvar_g_balance_hook_secondary_speed;
if(autocvar_g_projectiles_newton_style)