self.movetype = MOVETYPE_NONE;
}
+void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Hook_Explode2());
+}
+
void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(this.health <= 0)
this.health = this.health - damage;
if(this.health <= 0)
- WITHSELF(this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2));
+ W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
}
void W_Hook_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;
- self.use();
+ this.use(this, NULL, NULL);
}
void W_Hook_Attack2(Weapon thiswep, entity actor)
gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
gren.think = adaptor_think2use_hittype_splash;
- gren.use = W_Hook_Explode2;
+ gren.use = W_Hook_Explode2_use;
gren.touch = W_Hook_Touch2;
gren.takedamage = DAMAGE_YES;