void W_Hagar_Explode(entity this)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, other);
remove(this);
}
void W_Hagar_Explode2(entity this)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, other);
remove(this);
}
if(this.health <= 0)
return;
- float is_linkexplode = ( ((inflictor.owner != world) ? (inflictor.owner == this.owner) : true)
+ float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
&& (inflictor.projectiledeathtype & HITTYPE_SECONDARY)
&& (this.projectiledeathtype & HITTYPE_SECONDARY));
this.cnt++;
Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
this.angles = vectoangles(this.velocity);
- this.owner = world;
+ this.owner = NULL;
this.projectiledeathtype |= HITTYPE_BOUNCE;
}
}
up = v_up;
shots = actor.hagar_load;
- missile = world;
+ missile = NULL;
for(counter = 0; counter < shots; ++counter)
{
missile = new(missile);