rem: evt.impacted.damage( this.damage, evt.originator ); 
add: if(evt.impacted.damage) evt.impacted.damage( this.damage, evt.originator ); 
context: function projectileEventImpact( evt ){	//console.write( "Hit!" );	evt.impacted.damage( this.damage, evt.originator );		// Just so you know - there's no guarantee that evt.impacted is the thing you were	// aiming at. This function gets called when the projectile hits *anything*.	// For example:		//if( evt.impacted.player == evt.originator.player )	//	console.write( "Friendly fire!" );			// The three properties of the ProjectileImpact event are:	// - impacted, the thing it hit	// - originator, the thing that fired it (the fifth parameter of Projectile's	//   constructor) - may be null	// - position, the position the arrow was in the world when it hit.		// The properties of the ProjectileMiss event (the one that gets sent to the	// handler that was the seventh parameter of the constructor) are similar,	// but it doesn't have 'impacted' - for obvious reasons.}
meta: 1070	/local1/tlutelli/issta_data/temp/all_js/javascript/2006_temp/2006/1070/fdb77c1d82c6659107450b4c3fef0e01aabd35bc/entity_functions.js/buggy/binaries/data/mods/official/scripts/entity_functions.js