turret_projectile_explode();
// Enemy dead? just keep on the current heading then.
- if ((self.enemy == world) || (self.enemy.deadflag != DEAD_NO))
+ if ((self.enemy == world) || (IS_DEAD(self.enemy)))
{
// Make sure we dont return to tracking a respawned player
// Turn model
self.angles = vectoangles(self.velocity);
- if ( (vlen(self.origin - self.owner.origin)) > (self.owner.shot_radius * 5) )
+ if(vdist(self.origin - self.owner.origin, >, (self.owner.shot_radius * 5)))
turret_projectile_explode();
// Accelerate
}
// Enemy in range?
- if (vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 0.2)
+ if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 0.2))
turret_projectile_explode();
// Predict enemy position