this.health = this.health - damage;
if(this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
+ WITHSELF(this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
}
/*
METHOD(Seeker, wr_aim, void(entity thiswep))
{
+ SELFPARAM();
if(WEP_CVAR(seeker, type) == 1)
if(W_Seeker_Tagged_Info(self, self.enemy) != world)
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
else
- PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 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))
{
}
METHOD(Seeker, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
}
METHOD(Seeker, wr_checkammo2, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount;
if(WEP_CVAR(seeker, type) == 1)
{
}
METHOD(Seeker, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
+ SELFPARAM();
W_Reload(self, min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), SND_RELOAD);
}
METHOD(Seeker, wr_suicidemessage, Notification(entity thiswep))
METHOD(Seeker, wr_impacteffect, void(entity thiswep))
{
+ SELFPARAM();
vector org2;
org2 = w_org + w_backoff * 6;
if(w_deathtype & HITTYPE_BOUNCE)