makevectors(actor.v_angle);
W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
w_shotorg += f_diff;
- Send_Effect(EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_SEEKER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
//actor.detornator = false;
W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_FLAC_FIRE, CH_WEAPON_A, WEP_CVAR(seeker, flac_damage), thiswep.m_id | HITTYPE_SECONDARY);
w_shotorg += f_diff;
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
missile = new(missile);
missile.owner = missile.realowner = actor;
void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
{
- float c;
- entity oldenemy;
this.cnt = this.cnt - 1;
Weapon thiswep = WEP_SEEKER;
entity own = this.realowner;
- oldenemy = own.enemy;
+ entity oldenemy = own.enemy;
own.enemy = this.enemy;
- c = own.cnt % 4;
- switch(c)
+ switch(own.cnt % 4)
{
case 0:
W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO