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);
if(!w_issilent)
{
if (w_random<0.15)
- sound(self, CH_SHOTS_SINGLE, "weapons/tagexp1.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTN_NORM);
else if (w_random<0.7)
- sound(self, CH_SHOTS_SINGLE, "weapons/tagexp2.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTN_NORM);
else
- sound(self, CH_SHOTS_SINGLE, "weapons/tagexp3.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTN_NORM);
}
}
else if(w_deathtype & HITTYPE_HEADSHOT)
{
if(!w_issilent)
- sound(self, CH_SHOTS_SINGLE, "weapons/tag_impact.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTN_NORM);
}
else
{
if(!w_issilent)
{
if (w_random<0.15)
- sound(self, CH_SHOTS_SINGLE, "weapons/seekerexp1.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTN_NORM);
else if (w_random<0.7)
- sound(self, CH_SHOTS_SINGLE, "weapons/seekerexp2.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTN_NORM);
else
- sound(self, CH_SHOTS_SINGLE, "weapons/seekerexp3.wav", 1, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTN_NORM);
}
}
}