missile.takedamage = DAMAGE_YES;
missile.health = autocvar_g_balance_seeker_missile_health;
missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
+ missile.damagedbycontents = TRUE;
//missile.think = Seeker_Missile_Animate; // csqc projectiles.
if (missile.enemy != world)
return;
}
- self.nextthink = time + autocvar_g_balance_seeker_missile_delay;
+ self.nextthink = time + autocvar_g_balance_seeker_missile_delay * W_WeaponRateFactor();
oldself = self;
self = self.realowner;
vector org2;
entity e;
+ PROJECTILE_TOUCH;
+
dir = normalize (self.realowner.origin - self.origin);
org2 = findbetterlocation (self.origin, 8);