remove(self);
}
-void W_Hagar_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void W_Hagar_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;
CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
void W_Hagar_Attack2(void)
CSQCProjectile(missile, true, PROJECTILE_HAGAR_BOUNCING, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
CSQCProjectile(missile, true, PROJECTILE_HAGAR, true);
- other = missile; MUTATOR_CALLHOOK(EditProjectile);
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
}
}
-float W_Hagar(float req)
+bool W_Hagar(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_Hagar(float req)
+bool W_Hagar(int req)
{
switch(req)
{