float autocvar_g_monster_wyvern_attack_fireball_radius;
float autocvar_g_monster_wyvern_attack_fireball_speed;
-void M_Wyvern_Attack_Fireball_Explode();
-void M_Wyvern_Attack_Fireball_Touch();
+void M_Wyvern_Attack_Fireball_Explode(entity this);
+void M_Wyvern_Attack_Fireball_Touch(entity this);
SOUND(WyvernAttack_FIRE, W_Sound("electro_fire"));
METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity weaponentity, int fire))
const float wyvern_anim_death = 4;
*/
-void M_Wyvern_Attack_Fireball_Explode()
+void M_Wyvern_Attack_Fireball_Explode(entity this)
{
- SELFPARAM();
Send_Effect(EFFECT_FIREBALL_EXPLODE, this.origin, '0 0 0', 1);
entity own = this.realowner;
remove(this);
}
-void M_Wyvern_Attack_Fireball_Touch()
+void M_Wyvern_Attack_Fireball_Touch(entity this)
{
PROJECTILE_TOUCH;
- M_Wyvern_Attack_Fireball_Explode();
+ M_Wyvern_Attack_Fireball_Explode(this);
}
bool M_Wyvern_Attack(int attack_type, entity actor, entity targ)