vector fl_org;
self.enemy.ammo = min(self.enemy.ammo + self.shot_dmg,self.enemy.ammo_max);
- if(g_td) // auto repair?
- {
- self.enemy.health = min(self.enemy.health + self.shot_dmg,self.enemy.max_health);
- self.enemy.tur_health = min(self.enemy.tur_health + self.shot_dmg,self.enemy.max_health);
- }
- if(g_rts) // monster healing
- {
- self.enemy.heal_delay = time + 0.5;
- self.enemy.health = min(self.enemy.health + self.shot_dmg,self.enemy.max_health);
- WaypointSprite_UpdateHealth(self.enemy.sprite, self.enemy.health);
- }
fl_org = 0.5 * (self.enemy.absmin + self.enemy.absmax);
te_smallflash(fl_org);
}
if (vlen(self.enemy.origin - self.origin) > self.target_range)
return 0;
-
- if(g_td)
- {
- if(self.realowner != self.enemy.realowner)
- return 0;
-
- if(self.enemy.turrcaps_flags & TFL_TURRCAPS_AMMOSOURCE)
- return 0;
-
- if(self.enemy.health >= self.enemy.max_health)
- return 0;
- }
- if(g_rts)
- {
- if(IsDifferentTeam(self, self.enemy))
- return 0;
-
- if not(self.enemy.flags & FL_MONSTER)
- return 0;
-
- if(self.enemy.health >= self.enemy.max_health)
- return 0;
-
- if(time < self.enemy.heal_delay)
- return 0;
-
- return 1; // this is for monsters, so don't do the other checks
- }
if (self.enemy.ammo >= self.enemy.ammo_max)
return 0;
- if(teamplay && self.team != self.enemy.team)
+ if(DIFF_TEAM(self, self.enemy))
return 0;
if not (self.enemy.ammo_flags & TFL_AMMO_ENERGY)