float autocvar_g_vehicle_raptor_flare_range;
void raptor_flare_think();
-void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
void raptor_flare_touch();
METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
remove(self);
}
-void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- self.health -= damage;
- if(self.health <= 0)
- remove(self);
+void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ this.health -= damage;
+ if(this.health <= 0)
+ remove(this);
}
void raptor_flare_think()