entity own = this.realowner;
- RadiusDamage(this, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, world, world, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, world);
+ RadiusDamage(this, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, NULL, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, NULL);
FOREACH_ENTITY_FLOAT(takedamage, DAMAGE_AIM,
{
void M_Wyvern_Attack_Fireball_Touch(entity this)
{
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this);
M_Wyvern_Attack_Fireball_Explode(this);
}
return true;
}
-METHOD(Wyvern, mr_pain, bool(Wyvern this, entity actor))
+METHOD(Wyvern, mr_pain, float(Wyvern this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Wyvern, this);
actor.pain_finished = time + 0.5;
setanim(actor, actor.anim_pain1, true, true, false);
- return true;
+ return damage_take;
}
METHOD(Wyvern, mr_death, bool(Wyvern this, entity actor))