missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
missile.think = W_Seeker_Missile_Think;
- missile.touch = W_Seeker_Missile_Touch;
+ settouch(missile, W_Seeker_Missile_Touch);
missile.event_damage = W_Seeker_Missile_Damage;
missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
missile.owner = missile.realowner = self;
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
- missile.touch = W_Seeker_Flac_Explode;
+ settouch(missile, W_Seeker_Flac_Explode);
missile.use = W_Seeker_Flac_Explode_use;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.owner = missile.realowner = self;
missile.bot_dodge = true;
missile.bot_dodgerating = 50;
- missile.touch = W_Seeker_Tag_Touch;
+ settouch(missile, W_Seeker_Tag_Touch);
missile.think = SUB_Remove_self;
missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
missile.movetype = MOVETYPE_FLY;