flocker.health = 10;
flocker.pos1 = normalize(flocker.velocity + randomvec() * 0.1);
+ IL_PUSH(g_flockers, flocker);
+
this.cnt = this.cnt -1;
}
if(!this.enemy)
{
- FOREACH_ENTITY_FLOAT(flock_id, this.flock_id,
+ IL_EACH(g_flockers, it.flock_id == this.flock_id,
{
if(it == this.owner || it == ee)
continue;
this.enemy.nextthink = time + 10;
this.enemy.flock_id = this.flock_id;
this.enemy.owner = this;
+
+ IL_PUSH(g_flockers, this);
+ IL_PUSH(g_flockers, this.enemy);
}
#endif