if(this.movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
- RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), world, world, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, other);
remove(this);
}
if(this.movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
- RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), world, world, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, other);
remove(this);
}
this.nextthink = time;
if(time > this.cnt)
{
- other = world;
+ other = NULL;
this.projectiledeathtype |= HITTYPE_BOUNCE;
W_Mortar_Grenade_Explode(this);
return;
{
bool nadefound = false;
entity nade;
- for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
+ for(nade = NULL; (nade = find(nade, classname, "grenade")); ) if(nade.realowner == actor)
{
if(!nade.gl_detonate_later)
{