action explosion_playermissile()
{
VECTOR scan_sector;
my.group = 1; //for player projectiles
set(my,FLAG2);
my.WEAPONSELECTED = you.WEAPONSELECTED;
my.DAMAGE = you.DAMAGE;
my.AREAOFEFFECT = you.AREAOFEFFECT;
vec_set(my.pan,you.pan);
vec_set(scan_sector, vector(my.AREAOFEFFECT, my.AREAOFEFFECT, my.AREAOFEFFECT));
if (my.WEAPONSELECTED == 5) scan_sector.z = 30;
my.scale_x = scan_sector.x /45;
my.scale_y = scan_sector.y /45;
my.scale_z = scan_sector.z /45;
wait(1);
c_setminmax(me);
var angle;
for (angle = 0; angle < 360; angle += 30)
{
ang_rotate(my.pan,vector(angle, 0, 0));
// vec_add(my.pan, vector(-5, -5, -5));
// c_rotate(my, vector(5,5,5), IGNORE_FLAG2 | IGNORE_PASSABLE | IGNORE_WORLD);
vec_add(my.x, vector(-5, -5, -5));
c_move(my, nullvector, vector(5,5,5), IGNORE_FLAG2 | IGNORE_PASSABLE | IGNORE_WORLD);
wait(1);
}
ent_remove(me);
}