missile.scale = 2;
missile.takedamage = DAMAGE_YES;
missile.weaponentity_fld = weaponentity;
- SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(seeker, missile_health));
+ SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR(seeker, missile_health));
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = true;
IL_PUSH(g_damagedbycontents, missile);
missile.takedamage = DAMAGE_YES;
missile.event_damage = W_Seeker_Tag_Damage;
- SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(seeker, tag_health));
+ SetResourceAmount(missile, RESOURCE_HEALTH, WEP_CVAR(seeker, tag_health));
missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
setorigin(missile, w_shotorg);
METHOD(Seeker, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(WEP_CVAR(seeker, type) == 1)
+ {
if(W_Seeker_Tagged_Info(actor, weaponentity, actor.enemy) != NULL)
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), false);
else
PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
+ }
else
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), false);
}