- missile = spawn ();
- missile.owner = missile.realowner = self;
- missile.classname = "missile";
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
- missile.touch = Seeker_Flac_Explode;
- missile.use = Seeker_Flac_Explode;
- missile.think = adaptor_think2use_hittype_splash;
- missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
- missile.solid = SOLID_BBOX;
- missile.scale = 0.4; // BUG: the model is too big
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.classname = "missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = autocvar_g_balance_seeker_flac_damage;
+ missile.touch = Seeker_Flac_Explode;
+ missile.use = Seeker_Flac_Explode;
+ missile.think = adaptor_think2use_hittype_splash;
+ missile.nextthink = time + autocvar_g_balance_seeker_flac_lifetime + autocvar_g_balance_seeker_flac_lifetime_rand;
+ missile.solid = SOLID_BBOX;
+ missile.movetype = MOVETYPE_FLY;