- entity expef = EFFECT_NADE_EXPLODE(self.realowner.team);
- Send_Effect(expef, self.origin + '0 0 1', '0 0 0', 1);
- sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
- RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
- Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
+ entity expef = EFFECT_NADE_EXPLODE(this.realowner.team);
+ Send_Effect(expef, this.origin + '0 0 1', '0 0 0', 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+
+ RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
+ autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
+ Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
+ autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);