m_speed = vlen(self.velocity);
// Enemy dead? just keep on the current heading then.
- if (self.enemy == world || self.enemy.deadflag != DEAD_NO)
+ if (self.enemy == world || self.enemy.deadflag != DEAD_NO || (g_td && !(self.enemy.flags & FL_MONSTER || self.enemy.classname == "td_generator")) || self.enemy.classname == "td_generator")
self.enemy = world;
if (self.enemy)
rocket.tur_shotorg = randomvec() * 512;
rocket.cnt = time + 1;
rocket.enemy = self.enemy;
-
+
if (random() < 0.01)
rocket.think = walker_rocket_loop;
else
rocket.flags = FL_PROJECTILE;
rocket.solid = SOLID_BBOX;
rocket.tur_health = time + 9;
-
+ rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
+
CSQCProjectile(rocket, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
}
//if(self.animflag != ANIM_NO)
{
vector real_angle;
- float turny, turnx;
+ float turny = 0, turnx = 0;
float vz;
real_angle = vectoangles(self.steerto) - self.angles;
self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
self.iscreature = TRUE;
+ self.teleportable = TELEPORT_NORMAL;
self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;