}
}
-void raptor_flare_think();
+void raptor_flare_think(entity this);
void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
-void raptor_flare_touch();
+void raptor_flare_touch(entity this);
METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
}
-void raptor_bomblet_boom()
-{SELFPARAM();
+void raptor_bomblet_boom(entity this)
+{
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
autocvar_g_vehicle_raptor_bomblet_radius, world, world,
remove(self);
}
-void raptor_bomblet_touch()
-{SELFPARAM();
+void raptor_bomblet_touch(entity this)
+{
if(other == self.owner)
return;
self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
}
-void raptor_bomb_burst()
-{SELFPARAM();
+void raptor_bomb_burst(entity this)
+{
if(self.cnt > time)
if(autocvar_g_vehicle_raptor_bomblet_alt)
{
CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
}
-void raptor_flare_touch()
-{SELFPARAM();
+void raptor_flare_touch(entity this)
+{
remove(self);
}
remove(this);
}
-void raptor_flare_think()
-{SELFPARAM();
+void raptor_flare_think(entity this)
+{
self.nextthink = time + 0.1;
entity _missile = findchainentity(enemy, self.owner);
while(_missile)