if(ITEM_DAMAGE_NEEDKILL(deathtype))
{
this.takedamage = DAMAGE_NO;
- WITH(entity, self, this, nade_boom());
+ WITHSELF(this, nade_boom());
return;
}
this.realowner = attacker;
if(this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, nade_boom));
+ WITHSELF(this, W_PrepareExplosionByDamage(attacker, nade_boom));
else
nade_burn_spawn(this);
}