center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5;
final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force);
- Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, w_shotorg, final_force);
+ Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, aim_ent.origin, final_force);
print("Player hit directly via aim!\n");
}
missile.touch = W_Laser_Touch;
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
missile.think = W_Laser_Think;
missile.nextthink = time + autocvar_g_balance_laser_primary_delay;