CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
void W_Electro_Orb_Touch(void)
}
}
-void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Electro_Orb_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
- other = proj; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
void W_Electro_CheckAttack(void)
}
.float bot_secondary_electromooth;
-float W_Electro(float req)
+bool W_Electro(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_Electro(float req)
+bool W_Electro(int req)
{
switch(req)
{