actor.tur_shotorg = gettaginfo(actor.tur_head, gettagindex(actor.tur_head, "tag_fire2"));
}
- entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, FALSE, FALSE);
+ entity missile = turret_projectile(SND(ROCKET_FIRE), 6, 10, DEATH_TURRET_HELLION.m_id, PROJECTILE_ROCKET, false, false);
te_explosion (missile.origin);
missile.think = turret_hellion_missile_think;
missile.nextthink = time;
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