void raptor_flare_think(entity this)
{
this.nextthink = time + 0.1;
- entity _missile = findchainentity(enemy, this.owner);
- while(_missile)
+ FOREACH_ENTITY_ENT(enemy, this.owner,
{
- if(_missile.flags & FL_PROJECTILE)
- if(vdist(this.origin - _missile.origin, <, autocvar_g_vehicle_raptor_flare_range))
+ 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)
- _missile.enemy = this;
- _missile = _missile.chain;
- }
+ it.enemy = this;
+ });
if(this.tur_impacttime < time)
remove(this);