self.hook = missile;
missile.reset = GrapplingHookReset;
missile.classname = "grapplinghook";
+ missile.flags = FL_PROJECTILE;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
if (self.movetype == MOVETYPE_NOCLIP) { continue; }
float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
- float projectile = ((self.projectiledeathtype) || (self.classname == "grapplinghook"));
+ float projectile = (self.flags & FL_PROJECTILE);
if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
{