remove(self);
}
+void W_Electro_Explode_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Electro_Explode());
+}
+
void W_Electro_TouchExplode()
{
PROJECTILE_TOUCH;
{SELFPARAM();
if(time >= self.ltime)
{
- self.use();
+ this.use1(this, NULL, NULL);
return;
}
// if we triggered an orb, should we explode? if not, lets try again next time
if(found && WEP_CVAR_PRI(electro, midaircombo_explode))
- { self.use(); }
+ { this.use1(this, NULL, NULL); }
else
{ self.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), self.ltime); }
}
proj.owner = proj.realowner = self;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_PRI(electro, damage);
- proj.use = W_Electro_Explode;
+ proj.use1 = W_Electro_Explode_use;
proj.think = W_Electro_Bolt_Think;
proj.nextthink = time;
proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
}
else
{
- this.use = W_Electro_Explode;
+ this.use1 = W_Electro_Explode_use;
this.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
}
}
entity proj = new(electro_orb);
proj.owner = proj.realowner = self;
- proj.use = W_Electro_Explode;
+ proj.use1 = W_Electro_Explode_use;
proj.think = adaptor_think2use_hittype_splash;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(electro, damage);