this.move_movetype = MOVETYPE_NONE;
}
-void SUB_Stop_self() { SUB_Stop(self); }
+void SUB_Stop_self()
+{
+ SELFPARAM();
+ SUB_Stop(this);
+}
void Projectile_ResetTrail(entity this, vector to)
{
{
this.trail_oldorigin = this.origin;
if (!(this.count & 0x80))
- WITH(entity, self, this, InterpolateOrigin_Reset());
+ InterpolateOrigin_Reset(this);
}
if (f & 0x20)
HANDLE(GRENADE_BOUNCING) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
HANDLE(MINE) this.traileffect = EFFECT_TR_GRENADE.m_id; break;
HANDLE(BLASTER) this.traileffect = EFFECT_Null.m_id; break;
+ HANDLE(ARC_BOLT) this.traileffect = EFFECT_Null.m_id; break;
HANDLE(HLAC) this.traileffect = EFFECT_Null.m_id; break;
HANDLE(PORTO_RED) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
HANDLE(PORTO_BLUE) this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;