this.event_damage = func_null;
RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, directhitentity);
- remove(this);
+ delete(this);
}
void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
{
if(this != this.owner.arc_beam)
{
- remove(this);
+ delete(this);
return;
}
// note: this doesn't force the switch
W_SwitchToOtherWeapon(own);
}
- remove(this);
+ delete(this);
return;
}
void Remove_ArcBeam(entity this)
{
- remove(this.beam_muzzleentity);
+ delete(this.beam_muzzleentity);
sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}