missile.angles = vectoangles (missile.velocity);
CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void Seeker_Vollycontroler_Think()
missile.angles = vectoangles (missile.velocity);
CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
missile.flags = FL_PROJECTILE;
CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
void spawnfunc_weapon_seeker (void)