spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
-void W_Hook_ExplodeThink()
-{SELFPARAM();
+void W_Hook_ExplodeThink(entity this)
+{
float dt, dmg_remaining_next, f;
dt = time - self.teleport_time;
remove(self);
}
-void W_Hook_Explode2()
-{SELFPARAM();
+void W_Hook_Explode2(entity this)
+{
self.event_damage = func_null;
settouch(self, func_null);
self.effects |= EF_NODRAW;
void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, W_Hook_Explode2());
+ WITHSELF(this, W_Hook_Explode2(this));
}
void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
}
-void W_Hook_Touch2()
-{SELFPARAM();
+void W_Hook_Touch2(entity this)
+{
PROJECTILE_TOUCH;
this.use(this, NULL, NULL);
}