IL_EACH(g_mines, it.realowner == actor,
{
entity mine = it;
- FOREACH_ENTITY_FLOAT(bot_attack, true,
+ IL_EACH(g_bot_targets, it.bot_attack,
{
float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin);
d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
if(skill > 9) // normal players only do this for the target they are tracking
{
entity mine = it;
- FOREACH_ENTITY_FLOAT(bot_attack, true,
+ IL_EACH(g_bot_targets, it.bot_attack,
{
if((v_forward * normalize(mine.origin - it.origin) < 0.1)
&& desirabledamage > 0.1 * coredamage