newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
}
+ else
+ dist = 0;
// Proxy
if (autocvar_g_balance_seeker_missile_proxy)
setsize (missile, '-4 -4 -4', '4 4 4');
missile.movetype = MOVETYPE_FLYMISSILE;
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
+
W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
missile.angles = vectoangles (missile.velocity);
missile.projectiledeathtype = WEP_SEEKER;
missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
// csqc projectiles
//missile.angles = vectoangles (missile.velocity);
{
entity tracker, closest_target;
+ closest_target = world;
for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
{
if (closest_target)
setsize (missile, '-2 -2 -2', '2 2 2');
missile.flags = FL_PROJECTILE;
+ //missile.missile_flags = MIF_..?;
missile.movetype = MOVETYPE_FLY;
W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);