// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
if(WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
{
- // Is it a better idea (shorter distance) to trace to the target itthis?
+ // Is it a better idea (shorter distance) to trace to the target itself?
if( vdist(this.origin + olddir * this.wait, <, dist))
traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
missile.health = WEP_CVAR(seeker, missile_health);
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
//missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
if(missile.enemy != NULL)
{
if(WEP_CVAR(seeker, type) == 1)
if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
}
METHOD(Seeker, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{