PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
- this.use1(this, NULL, NULL);
+ this.use(this, NULL, NULL);
}
else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
{
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
- this.use1(this, NULL, NULL);
+ this.use(this, NULL, NULL);
}
else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
{
gren.cnt = time + WEP_CVAR_PRI(mortar, lifetime);
gren.nextthink = time;
gren.think = W_Mortar_Grenade_Think1;
- gren.use1 = W_Mortar_Grenade_Explode_use;
+ gren.use = W_Mortar_Grenade_Explode_use;
gren.touch = W_Mortar_Grenade_Touch1;
gren.takedamage = DAMAGE_YES;
gren.nextthink = time + WEP_CVAR_SEC(mortar, lifetime);
gren.think = adaptor_think2use_hittype_splash;
- gren.use1 = W_Mortar_Grenade_Explode2_use;
+ gren.use = W_Mortar_Grenade_Explode2_use;
gren.touch = W_Mortar_Grenade_Touch2;
gren.takedamage = DAMAGE_YES;