W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
}
-void W_Crylink_Reset(void)
+void W_Crylink_Reset()
{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);
return targ_origin;
}
-void W_Crylink_LinkJoinEffect_Think(void)
+void W_Crylink_LinkJoinEffect_Think()
{SELFPARAM();
// is there at least 2 projectiles very close?
entity e, p;
}
// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch(void)
+void W_Crylink_Touch()
{SELFPARAM();
float finalhit;
float f;
// CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
}
-void W_Crylink_Fadethink(void)
+void W_Crylink_Fadethink()
{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);