W_DecreaseAmmo(thiswep, actor, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
-void W_RocketMinsta_Laser_Explode (entity this)
+void W_RocketMinsta_Laser_Explode (entity this, entity directhitentity)
{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(this.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
+ RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, directhitentity);
delete(this);
}
void W_RocketMinsta_Laser_Explode_use(entity this, entity actor, entity trigger)
{
- W_RocketMinsta_Laser_Explode(this);
+ W_RocketMinsta_Laser_Explode(this, trigger); // we probably don't want trigger used here, but this matches closest to old behaviour
}
void W_RocketMinsta_Laser_Touch(entity this, entity toucher)