void W_Crylink_Reset(entity this)
{
W_Crylink_Dequeue(this);
- remove(this);
+ delete(this);
}
// force projectile to explode
-void W_Crylink_LinkExplode(entity e, entity e2)
+void W_Crylink_LinkExplode(entity e, entity e2, entity directhitentity)
{
float a;
float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
- RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
+ RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius),
+ NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, directhitentity);
- W_Crylink_LinkExplode(e.queuenext, e2);
+ W_Crylink_LinkExplode(e.queuenext, e2, directhitentity);
e.classname = "spike_oktoremove";
- remove(e);
+ delete(e);
}
// adjust towards center
NULL,
WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
e.projectiledeathtype,
- other
+ NULL
);
Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
}
}
}
- remove(this);
+ delete(this);
}
float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad)
{
if(this == this.realowner.crylink_lastgroup)
this.realowner.crylink_lastgroup = NULL;
- WITH(entity, other, toucher, W_Crylink_LinkExplode(this.queuenext, this));
+ W_Crylink_LinkExplode(this.queuenext, this, toucher);
this.classname = "spike_oktoremove";
- remove(this);
+ delete(this);
return;
}
else if(finalhit)
{
// just unlink
W_Crylink_Dequeue(this);
- remove(this);
+ delete(this);
return;
}
this.cnt = this.cnt - 1;
void W_Crylink_Fadethink(entity this)
{
W_Crylink_Dequeue(this);
- remove(this);
+ delete(this);
}
void W_Crylink_Attack(Weapon thiswep, entity actor)
prevproj = proj;
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_CRYLINK.m_id;
//proj.gravity = 0.001;
prevproj = proj;
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
//proj.gravity = 0.001;