self.nextthink = max(self.wait, time);
}
-void nade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void nade_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
{