void walker_rocket_damage(entity this, entity inflictor, entity attacker, float damage, float deathtype, .entity weaponentity, vector hitloc, vector vforce)
{
void walker_rocket_damage(entity this, entity inflictor, entity attacker, float damage, float deathtype, .entity weaponentity, vector hitloc, vector vforce)
{
rocket.bot_dodgerating = 50;
rocket.takedamage = DAMAGE_YES;
rocket.damageforcescale = 2;
rocket.bot_dodgerating = 50;
rocket.takedamage = DAMAGE_YES;
rocket.damageforcescale = 2;
setorigin(this, this.origin + this.velocity * dt);
this.tur_head.angles += dt * this.tur_head.avelocity;
setorigin(this, this.origin + this.velocity * dt);
this.tur_head.angles += dt * this.tur_head.avelocity;