/*
* Railgun-like beam, but has thickness and suppots slowing of target
*/
-void FireImoBeam (vector start, vector end, vector smin, vector smax,
+void FireImoBeam(entity this, vector start, vector end, vector smin, vector smax,
float bforce, float f_dmg, float f_velfactor, int deathtype)
-{SELFPARAM();
+{
vector hitloc, force, endpoint, dir;
entity ent;
// note down which entities were hit so we can damage them later
while (1)
{
- tracebox(start, smin, smax, end, false, self);
+ tracebox(start, smin, smax, end, false, this);
// if it is world we can't hurt it so stop now
if (trace_ent == world || trace_fraction == 1)
// apply the damage
if (ent.takedamage)
{
- Damage (ent, self, self, f_dmg, deathtype, hitloc, force);
+ Damage (ent, this, this, f_dmg, deathtype, hitloc, force);
ent.velocity = ent.velocity * f_velfactor;
//ent.alpha = 0.25 + random() * 0.75;
}