weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
- turret_tag_fire_update();
+ turret_tag_fire_update(actor);
- entity proj = turret_projectile(SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
+ entity proj = turret_projectile(actor, SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
setthink(proj, turret_flac_projectile_think_explode);
proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
void turret_flac_projectile_think_explode(entity this)
{
- if(self.enemy != world)
- if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 3))
- setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
+ if(this.enemy != NULL)
+ if(vdist(this.origin - this.enemy.origin, <, this.owner.shot_radius * 3))
+ setorigin(this, this.enemy.origin + randomvec() * this.owner.shot_radius);
#ifdef TURRET_DEBUG
- float d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
- self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
- self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
+ float d = RadiusDamage (this, this.owner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
+ this.owner.tur_dbg_dmg_t_h = this.owner.tur_dbg_dmg_t_h + d;
+ this.owner.tur_dbg_dmg_t_f = this.owner.tur_dbg_dmg_t_f + this.owner.shot_dmg;
#else
- RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
+ RadiusDamage (this, this.realowner, this.owner.shot_dmg, this.owner.shot_dmg, this.owner.shot_radius, this, NULL, this.owner.shot_force, this.totalfrags, NULL);
#endif
- remove(self);
+ delete(this);
}
#endif