selfdamage = 0;
teamdamage = 0;
enemydamage = 0;
- FOREACH_ENTITY_ENT(realowner, actor,
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
- if(it.classname != "rocket") continue;
-
entity rocket = it;
FOREACH_ENTITY_FLOAT(bot_attack, true,
{
desirabledamage = desirabledamage - teamdamage;
makevectors(actor.v_angle);
- FOREACH_ENTITY_ENT(realowner, actor,
+ IL_EACH(g_projectiles, it.realowner == actor && it.classname == "rocket",
{
- if(it.classname != "rocket") continue;
-
if(skill > 9) // normal players only do this for the target they are tracking
{
entity rocket = it;