#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_seeker(void) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
+spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(WEP_SEEKER.m_id); }
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(actor, false, WEP_CVAR(seeker, missile_refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, missile_refire)))
{
W_Seeker_Attack();
weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
}
else
{
- if(weapon_prepareattack(actor, false, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, tag_refire)))
{
W_Seeker_Fire_Tag(thiswep);
weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
{
if(WEP_CVAR(seeker, type) == 1)
{
- if(weapon_prepareattack(actor, false, WEP_CVAR(seeker, tag_refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, tag_refire)))
{
W_Seeker_Fire_Tag(thiswep);
weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
}
else
{
- if(weapon_prepareattack(actor, false, WEP_CVAR(seeker, flac_refire)))
+ if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR(seeker, flac_refire)))
{
W_Seeker_Fire_Flac(thiswep);
weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);