self.think = self.W_BallisticBullet_LeaveSolid_think_save;
self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
- self.W_BallisticBullet_LeaveSolid_think_save = SUB_Null;
+ self.W_BallisticBullet_LeaveSolid_think_save = func_null;
self.flags &~= FL_ONGROUND;
void W_BallisticBullet_Touch (void)
{
- float density;
+ //float density;
if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
return;
void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
{
- float lag, dt, savetime, density;
+ float lag, dt, savetime; //, density;
entity pl, oldself;
float antilagging;
void W_PrepareExplosionByDamage(entity attacker, void() explode)
{
self.takedamage = DAMAGE_NO;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
if((attacker.flags & FL_CLIENT) && !autocvar_g_projectiles_keep_owner)
{