missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
- missile.think = W_Seeker_Missile_Think;
+ setthink(missile, W_Seeker_Missile_Think);
settouch(missile, W_Seeker_Missile_Touch);
missile.event_damage = W_Seeker_Missile_Damage;
missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
settouch(missile, W_Seeker_Flac_Explode);
missile.use = W_Seeker_Flac_Explode_use;
- missile.think = adaptor_think2use_hittype_splash;
+ setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.solid = SOLID_BBOX;
missile.movetype = MOVETYPE_FLY;
{
e.tag_target = other;
e.tag_time = time;
- e.think = W_Seeker_Tracker_Think;
+ setthink(e, W_Seeker_Tracker_Think);
}
else
{
e.enemy = other;
- e.think = W_Seeker_Vollycontroller_Think;
+ setthink(e, W_Seeker_Vollycontroller_Think);
}
e.nextthink = time;
missile.bot_dodge = true;
missile.bot_dodgerating = 50;
settouch(missile, W_Seeker_Tag_Touch);
- missile.think = SUB_Remove_self;
+ setthink(missile, SUB_Remove_self);
missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
missile.movetype = MOVETYPE_FLY;
missile.solid = SOLID_BBOX;