remove(self);
}
+void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Arc_Bolt_Explode());
+}
+
void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(this.health <= 0)
this.angles = vectoangles(this.velocity);
if(this.health <= 0)
- WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.think));
+ W_PrepareExplosionByDamage(this, attacker, this.think);
}
void W_Arc_Bolt_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
- self.use();
+ self.use1(this, NULL, NULL);
}
void W_Arc_Attack_Bolt(Weapon thiswep)
missile.damagedbycontents = true;
missile.touch = W_Arc_Bolt_Touch;
- missile.use = W_Arc_Bolt_Explode;
+ missile.use1 = W_Arc_Bolt_Explode_use;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
PROJECTILE_MAKETRIGGER(missile);