This makes it consistent with the other _boom nade function names.
Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- normal_nade_boom(this);
+ nade_normal_boom(this);
}
else
Send_Effect_Except(EFFECT_SPAWN, this.origin + '0 0 1', '0 0 0', 1, '0.5 0 0.5', '0.5 0 0.5', NULL);
Send_Effect_Except(expef, this.origin + '0 0 1', '0 0 0', 1, expcol_min, expcol_max, NULL);
sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- normal_nade_boom(this);
+ nade_normal_boom(this);
}
delete(this);
return;
#include "normal.qh"
#ifdef SVQC
-void normal_nade_boom(entity this)
+void nade_normal_boom(entity this)
{
RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
#include <common/mutators/mutator/nades/nades.qh>
#ifdef SVQC
-void normal_nade_boom(entity this);
+void nade_normal_boom(entity this);
#endif // SVQC
CLASS(NormalNade, Nade)
this.event_damage = func_null; // prevent somehow calling damage in the next call
if(ntype == NADE_TYPE_NORMAL)
- normal_nade_boom(this);
+ nade_normal_boom(this);
if(this.takedamage)
switch(ntype)