this.angles = vectoangles(this.velocity);
if(this.health <= 0)
- W_PrepareExplosionByDamage(this, attacker, this.think);
+ W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
void W_Hagar_Touch()
settouch(missile, W_Hagar_Touch);
missile.use = W_Hagar_Explode_use;
- missile.think = adaptor_think2use_hittype_splash;
+ setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR.m_id;
settouch(missile, W_Hagar_Touch2);
missile.cnt = 0;
missile.use = W_Hagar_Explode2_use;
- missile.think = adaptor_think2use_hittype_splash;
+ setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
settouch(missile, W_Hagar_Touch); // not bouncy
missile.use = W_Hagar_Explode2_use;
- missile.think = adaptor_think2use_hittype_splash;
+ setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;