spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
-void W_Blaster_Touch()
-{SELFPARAM();
+void W_Blaster_Touch(entity this)
+{
PROJECTILE_TOUCH;
self.event_damage = func_null;
remove(self);
}
-void W_Blaster_Think()
-{SELFPARAM();
+void W_Blaster_Think(entity this)
+{
this.movetype = MOVETYPE_FLY;
- setthink(this, SUB_Remove_self);
+ setthink(this, SUB_Remove);
this.nextthink = time + this.blaster_lifetime;
CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
}
if (time >= missile.nextthink)
{
- WITHSELF(missile, getthink(missile)());
+ WITHSELF(missile, getthink(missile)(missile));
}
}