return;
}
- if (vlen(self.origin - self.tur_shotorg) < 100 )
+ if(vdist(self.origin - self.tur_shotorg, <, 100))
{
self.think = walker_rocket_think;
return;
return;
}
- if (vlen(self.origin - self.tur_shotorg) < 100 )
+ if(vdist(self.origin - self.tur_shotorg, <, 100))
{
self.tur_shotorg = self.origin - '0 0 200';
self.think = walker_rocket_loop3;
{SELFPARAM();
#ifdef WALKER_FANCYPATHING
// Are we close enougth to a path node to switch to the next?
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if(vdist(self.origin - self.pathcurrent.origin, <, 64))
if (self.pathcurrent.path_next == world)
{
// Path endpoint reached
walker_move_to(self.moveto, 0);
#else
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if(vdist(self.origin - self.pathcurrent.origin, <, 64))
self.pathcurrent = self.pathcurrent.enemy;
if(!self.pathcurrent)
{
if(self.enemy_last_time != 0)
{
- if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
+ if(vdist(self.origin - self.enemy_last_loc, <, 128) || time - self.enemy_last_time > 10)
self.enemy_last_time = 0;
else
walker_move_to(self.enemy_last_loc, 0);