spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
-void W_Hook_ExplodeThink(void)
+void W_Hook_ExplodeThink()
{SELFPARAM();
float dt, dmg_remaining_next, f;
remove(self);
}
-void W_Hook_Explode2(void)
+void W_Hook_Explode2()
{SELFPARAM();
self.event_damage = func_null;
self.touch = func_null;
W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
}
-void W_Hook_Touch2(void)
+void W_Hook_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;
self.use();