}
-void flocker_think()
-{SELFPARAM();
+void flocker_think(entity this)
+{
vector dodgemove,swarmmove;
vector reprellmove,wandermove,newmove;
}
-void flockerspawn_think()
-{SELFPARAM();
+void flockerspawn_think(entity this)
+{
if(this.cnt > 0)
spawn_flocker(this);
}
-void flocker_hunter_think()
-{SELFPARAM();
+void flocker_hunter_think(entity this)
+{
vector dodgemove,attractmove,newmove;
entity e,ee;
float d,bd;
this.enemy = new(FLock Hunter);
setmodel(this.enemy, MDL_FLOCKER);
- setorigin(this.enemy,this.origin + '0 0 768' + (randomvec() * 128));
+ setorigin(this.enemy, this.origin + '0 0 768' + (randomvec() * 128));
this.enemy.scale = 3;
this.enemy.effects = EF_LOWPRECISION;