void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
return;
if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_balance_projectiledamage says to halt
return;
if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_balance_projectiledamage says to halt
missile.event_damage = GrapplingHook_Damage;
missile.takedamage = DAMAGE_AIM;
missile.damageforcescale = 0;
missile.event_damage = GrapplingHook_Damage;
missile.takedamage = DAMAGE_AIM;
missile.damageforcescale = 0;