this.health = this.health - damage;
if(this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2));
+ WITHSELF(this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2));
}
void W_Hook_Touch2()
{
if (actor.hook)
RemoveGrapplingHook(actor);
- WITH(entity, self, actor, FireGrapplingHook());
+ WITHSELF(actor, FireGrapplingHook());
actor.hook_state &= ~HOOK_FIRING;
actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
}