- d = (self.realowner.health + self.realowner.armorvalue);
- RadiusDamage(self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
- if(self.realowner.health + self.realowner.armorvalue >= d)
- if(!self.cnt)
+ d = (this.realowner.health + this.realowner.armorvalue);
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity);
+ if(this.realowner.health + this.realowner.armorvalue >= d)
+ if(!this.cnt)