#ifdef SVQC
MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think(void);
+void W_MineLayer_Think();
.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
.vector mine_orientation;
SetMovetypeFollow(self, to);
}
-void W_MineLayer_Explode(void)
+void W_MineLayer_Explode()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
remove(self);
}
-void W_MineLayer_DoRemoteExplode(void)
+void W_MineLayer_DoRemoteExplode()
{SELFPARAM();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
remove(self);
}
-void W_MineLayer_RemoteExplode(void)
+void W_MineLayer_RemoteExplode()
{SELFPARAM();
if(self.realowner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
}
}
-void W_MineLayer_ProximityExplode(void)
+void W_MineLayer_ProximityExplode()
{SELFPARAM();
// make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
return minecount;
}
-void W_MineLayer_Think(void)
+void W_MineLayer_Think()
{SELFPARAM();
entity head;
W_MineLayer_RemoteExplode();
}
-void W_MineLayer_Touch(void)
+void W_MineLayer_Touch()
{SELFPARAM();
if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
return; // we're already a stuck mine, why do we get called? TODO does this even happen?