this.health = this.health - damage;
if(this.health <= 0)
- WITHSELF(this, W_PrepareExplosionByDamage(attacker, W_Seeker_Missile_Explode));
+ W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode);
}
/*
remove(self);
}
+void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Seeker_Flac_Explode());
+}
+
void W_Seeker_Flac_Touch()
{
PROJECTILE_TOUCH;
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
missile.touch = W_Seeker_Flac_Explode;
- missile.use = W_Seeker_Flac_Explode;
+ missile.use1 = W_Seeker_Flac_Explode_use;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.solid = SOLID_BBOX;