missile.health = WEP_CVAR(seeker, missile_health);
missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
//missile.think = W_Seeker_Missile_Animate; // csqc projectiles.
if(missile.enemy != NULL)
set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
W_SetupProjVelocity_UP_PRE(missile, seeker, missile_);
missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
missile.missile_flags = MIF_SPLASH;
// csqc projectiles
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
//missile.missile_flags = MIF_..?;
set_movetype(missile, MOVETYPE_FLY);