return true; // if none of these return, then allow damage anyway.
}
-void W_PrepareExplosionByDamage(entity this, entity attacker, void() explode)
+void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
{
this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
this.nextthink = time;
- this.think = explode;
+ setthink(this, explode);
}