weapon_thinkf(player, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
}
-METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep, entity actor)) {
+METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep, entity actor, .entity weaponentity)) {
bool isPlayer = IS_PLAYER(actor);
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
void raptor_flare_think(entity this)
{
this.nextthink = time + 0.1;
- FOREACH_ENTITY_ENT(enemy, this.owner,
+ IL_EACH(g_projectiles, it.enemy == this.owner,
{
- if(it.flags & FL_PROJECTILE)
if(vdist(this.origin - it.origin, <, autocvar_g_vehicle_raptor_flare_range))
if(random() > autocvar_g_vehicle_raptor_flare_chase)
it.enemy = this;