void W_Hagar_Explode (void)
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
remove (self);
}
void W_Hagar_Explode2 (void)
{
self.event_damage = SUB_Null;
- RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
remove (self);
}
shots = self.hagar_load;
missile = world;
- while (counter < shots)
+ for(counter = 0; counter < shots; ++counter)
{
missile = spawn ();
missile.owner = missile.realowner = self;
CSQCProjectile(missile, TRUE, PROJECTILE_HAGAR, TRUE);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
-
- counter = counter + 1;
}
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);