if(this.movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
- RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, world, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, other);
+ RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, other);
for(head = findradius(this.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != this.realowner) if(head.takedamage)
{
Damage(head, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, head.origin, '0 0 0');
}
- this.think = SUB_Remove_self;
+ setthink(this, SUB_Remove);
this.nextthink = time + 0.2;
}
W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
-void M_Shambler_Attack_Lightning_Touch()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void M_Shambler_Attack_Lightning_Touch(entity this)
+{
+ PROJECTILE_TOUCH(this);
- self.use(this, NULL, NULL);
+ this.use(this, NULL, NULL);
}
-void M_Shambler_Attack_Lightning_Think()
-{SELFPARAM();
+void M_Shambler_Attack_Lightning_Think(entity this)
+{
this.nextthink = time;
if (time > this.cnt)
{
- other = world;
+ other = NULL;
M_Shambler_Attack_Lightning_Explode(this);
return;
}
gren.cnt = time + 5;
gren.nextthink = time;
- gren.think = M_Shambler_Attack_Lightning_Think;
+ setthink(gren, M_Shambler_Attack_Lightning_Think);
gren.use = M_Shambler_Attack_Lightning_Explode_use;
- gren.touch = M_Shambler_Attack_Lightning_Touch;
+ settouch(gren, M_Shambler_Attack_Lightning_Touch);
gren.takedamage = DAMAGE_YES;
gren.health = 50;
return true;
}
-METHOD(Shambler, mr_pain, bool(Shambler this, entity actor))
+METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Shambler, this);
actor.pain_finished = time + 0.5;
setanim(actor, actor.anim_pain1, true, true, false);
- return true;
+ return damage_take;
}
METHOD(Shambler, mr_death, bool(Shambler this, entity actor))