// NO bounce protection, as bounces are limited!
void W_Hagar_Explode(void)
-{
+{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
}
void W_Hagar_Explode2(void)
-{
+{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
}
void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.health <= 0)
return;
}
void W_Hagar_Touch(void)
-{
+{SELFPARAM();
PROJECTILE_TOUCH;
self.use();
}
void W_Hagar_Touch2(void)
-{
+{SELFPARAM();
PROJECTILE_TOUCH;
if(self.cnt > 0 || other.takedamage == DAMAGE_AIM) {
}
void W_Hagar_Attack(void)
-{
+{SELFPARAM();
entity missile;
W_DecreaseAmmo(WEP_CVAR_PRI(hagar, ammo));
}
void W_Hagar_Attack2(void)
-{
+{SELFPARAM();
entity missile;
W_DecreaseAmmo(WEP_CVAR_SEC(hagar, ammo));
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
void W_Hagar_Attack2_Load_Release(void)
-{
+{SELFPARAM();
// time to release the rockets we've loaded
entity missile;
}
void W_Hagar_Attack2_Load(void)
-{
+{SELFPARAM();
// loadable hagar secondary attack, must always run each frame
if(time < game_starttime)
}
bool W_Hagar(int req)
-{
+{SELFPARAM();
float ammo_amount;
switch(req)
{
#endif
#ifdef CSQC
bool W_Hagar(int req)
-{
+{SELFPARAM();
switch(req)
{
case WR_IMPACTEFFECT: