void W_Hagar_Explode (void)
{
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_primary_damage, autocvar_g_balance_hagar_primary_edgedamage, autocvar_g_balance_hagar_primary_radius, world, autocvar_g_balance_hagar_primary_force, self.projectiledeathtype, other);
remove (self);
void W_Hagar_Explode2 (void)
{
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
RadiusDamage (self, self.realowner, autocvar_g_balance_hagar_secondary_damage, autocvar_g_balance_hagar_secondary_edgedamage, autocvar_g_balance_hagar_secondary_radius, world, autocvar_g_balance_hagar_secondary_force, self.projectiledeathtype, other);
remove (self);
else if (req == WR_THINK)
{
float loadable_secondary;
- loadable_secondary = autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary;
+ loadable_secondary = (autocvar_g_balance_hagar_secondary_load && autocvar_g_balance_hagar_secondary);
if (loadable_secondary)
W_Hagar_Attack2_Load(); // must always run each frame