W_RocketPropelledChainsaw_Explode();
}
-void W_RocketPropelledChainsaw_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if (self.health <= 0)
+void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if (this.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- self.health = self.health - damage;
+ this.health = this.health - damage;
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode);
+ if (this.health <= 0)
+ WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_RocketPropelledChainsaw_Explode));
}
void W_RocketPropelledChainsaw_Think()
METHOD(RocketPropelledChainsaw, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(WEP_CVAR(rpc, reload_ammo) && actor.clip_load < WEP_CVAR(rpc, ammo)) {
- thiswep.wr_reload(thiswep);
+ thiswep.wr_reload(thiswep, actor, weaponentity);
} else
{
if (fire & 1)
{
return false;
}
- METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep))
+ METHOD(RocketPropelledChainsaw, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
W_Reload(self, WEP_CVAR(rpc, ammo), SND(RELOAD));
}