void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
{SELFPARAM();
float c;
- entity oldself,oldenemy;
+ entity oldenemy;
self.cnt = self.cnt - 1;
if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.WEP_AMMO(SEEKER) < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id))
self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
- oldself = self;
setself(self.realowner);
oldenemy = self.enemy;
- self.enemy = oldself.enemy;
+ self.enemy = this.enemy;
c = self.cnt % 4;
switch(c)
}
self.enemy = oldenemy;
- setself(oldself);
+ setself(this);
}
void W_Seeker_Tracker_Think(void)