missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
- missile.touch = W_Hagar_Touch;
+ settouch(missile, W_Hagar_Touch);
missile.use = W_Hagar_Explode_use;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
- missile.touch = W_Hagar_Touch2;
+ settouch(missile, W_Hagar_Touch2);
missile.cnt = 0;
missile.use = W_Hagar_Explode2_use;
missile.think = adaptor_think2use_hittype_splash;
missile.event_damage = W_Hagar_Damage;
missile.damagedbycontents = true;
- missile.touch = W_Hagar_Touch; // not bouncy
+ settouch(missile, W_Hagar_Touch); // not bouncy
missile.use = W_Hagar_Explode2_use;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);