-void W_Hook_Explode2()
-{SELFPARAM();
- self.event_damage = func_null;
- settouch(self, func_null);
- self.effects |= EF_NODRAW;
-
- setthink(self, W_Hook_ExplodeThink);
- self.nextthink = time;
- self.dmg = WEP_CVAR_SEC(hook, damage);
- self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
- self.dmg_radius = WEP_CVAR_SEC(hook, radius);
- self.dmg_force = WEP_CVAR_SEC(hook, force);
- self.dmg_power = WEP_CVAR_SEC(hook, power);
- self.dmg_duration = WEP_CVAR_SEC(hook, duration);
- self.teleport_time = time;
- self.dmg_last = 1;
- self.movetype = MOVETYPE_NONE;
+void W_Hook_Explode2(entity this)
+{
+ this.event_damage = func_null;
+ settouch(this, func_null);
+ this.effects |= EF_NODRAW;
+
+ setthink(this, W_Hook_ExplodeThink);
+ this.nextthink = time;
+ this.dmg = WEP_CVAR_SEC(hook, damage);
+ this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
+ this.dmg_radius = WEP_CVAR_SEC(hook, radius);
+ this.dmg_force = WEP_CVAR_SEC(hook, force);
+ this.dmg_power = WEP_CVAR_SEC(hook, power);
+ this.dmg_duration = WEP_CVAR_SEC(hook, duration);
+ this.teleport_time = time;
+ this.dmg_last = 1;
+ set_movetype(this, MOVETYPE_NONE);