W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
-void W_Mortar_Grenade_Think1()
-{SELFPARAM();
+void W_Mortar_Grenade_Think1(entity this)
+{
self.nextthink = time;
if(time > self.cnt)
{
W_Mortar_Grenade_Explode();
}
-void W_Mortar_Grenade_Touch1()
-{SELFPARAM();
+void W_Mortar_Grenade_Touch1(entity this)
+{
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
}
}
-void W_Mortar_Grenade_Touch2()
-{SELFPARAM();
+void W_Mortar_Grenade_Touch2(entity this)
+{
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{