float autocvar_g_turrets_unit_hellion_shot_speed_gain;
float autocvar_g_turrets_unit_hellion_shot_speed_max;
-void turret_hellion_missile_think();
+void turret_hellion_missile_think(entity this);
SOUND(HellionAttack_FIRE, W_Sound("electro_fire"));
METHOD(HellionAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
}
}
-void turret_hellion_missile_think()
-{SELFPARAM();
+void turret_hellion_missile_think(entity this)
+{
vector olddir,newdir;
vector pre_pos;
float itime;
olddir = normalize(self.velocity);
if(self.max_health < time)
- turret_projectile_explode();
+ turret_projectile_explode(self);
// Enemy dead? just keep on the current heading then.
if ((self.enemy == world) || (IS_DEAD(self.enemy)))
self.angles = vectoangles(self.velocity);
if(vdist(self.origin - self.owner.origin, >, (self.owner.shot_radius * 5)))
- turret_projectile_explode();
+ turret_projectile_explode(self);
// Accelerate
self.velocity = olddir * min(vlen(self.velocity) * (autocvar_g_turrets_unit_hellion_shot_speed_gain), (autocvar_g_turrets_unit_hellion_shot_speed_max));
// Enemy in range?
if(vdist(self.origin - self.enemy.origin, <, self.owner.shot_radius * 0.2))
- turret_projectile_explode();
+ turret_projectile_explode(self);
// Predict enemy position
itime = vlen(self.enemy.origin - self.origin) / vlen(self.velocity);