// NO bounce protection, as bounces are limited!
-void W_Hagar_Explode(void)
+void W_Hagar_Explode()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
remove(self);
}
-void W_Hagar_Explode2(void)
+void W_Hagar_Explode2()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
W_PrepareExplosionByDamage(attacker, self.think);
}
-void W_Hagar_Touch(void)
+void W_Hagar_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
self.use();
}
-void W_Hagar_Touch2(void)
+void W_Hagar_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;