#ifdef SVQC
spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
-void W_Fireball_Explode()
-{SELFPARAM();
+void W_Fireball_Explode(entity this)
+{
entity e;
float dist;
float points;
void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, W_Fireball_Explode());
+ WITHSELF(this, W_Fireball_Explode(this));
}
-void W_Fireball_TouchExplode()
+void W_Fireball_TouchExplode(entity this)
{
PROJECTILE_TOUCH;
- W_Fireball_Explode();
+ W_Fireball_Explode(this);
}
void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
}
}
-void W_Fireball_Think()
-{SELFPARAM();
+void W_Fireball_Think(entity this)
+{
if(time > self.pushltime)
{
self.cnt = 1;
self.projectiledeathtype |= HITTYPE_SPLASH;
- W_Fireball_Explode();
+ W_Fireball_Explode(this);
return;
}
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
-void W_Fireball_Firemine_Think()
-{SELFPARAM();
+void W_Fireball_Firemine_Think(entity this)
+{
if(time > self.pushltime)
{
remove(self);
self.nextthink = time + 0.1;
}
-void W_Fireball_Firemine_Touch()
-{SELFPARAM();
+void W_Fireball_Firemine_Touch(entity this)
+{
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM)
if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)