self.think = Seeker_Missile_Think;
self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
- if (cvar("g_balance_seeker_guided_proxy"))
+ if (cvar("g_balance_seeker_missile_proxy"))
self.movetype = MOVETYPE_BOUNCEMISSILE;
else
self.movetype = MOVETYPE_FLYMISSILE;
{
local entity missile;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_seeker_missile_ammo");
makevectors(self.v_angle);
entity oldself,oldenemy;
self.cnt = self.cnt - 1;
- if ((self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
+ if((!(self.owner.items & IT_UNLIMITED_AMMO) && self.owner.ammo_rockets < cvar("g_balance_seeker_missile_ammo")) || (self.cnt <= -1) || (self.owner.deadflag != DEAD_NO))
{
remove(self);
return;
{
precache_model ("models/weapons/g_seeker.md3");
precache_model ("models/weapons/v_seeker.md3");
- precache_model ("models/weapons/h_seeker.dpm");
+ precache_model ("models/weapons/h_seeker.iqm");
precache_sound ("weapons/tag_fire.wav");
precache_sound ("weapons/flac_fire.wav");
precache_sound ("weapons/seeker_fire.wav");