void raptor_flare_think(entity this)
{
this.nextthink = time + 0.1;
- FOREACH_ENTITY_ENT(enemy, this.owner,
+ IL_EACH(g_projectiles, it.enemy == this.owner,
{
- if(it.flags & FL_PROJECTILE)
if(vdist(this.origin - it.origin, <, autocvar_g_vehicle_raptor_flare_range))
if(random() > autocvar_g_vehicle_raptor_flare_chase)
it.enemy = this;