proj.nextthink = time + 9;
set_movetype(proj, MOVETYPE_FLYMISSILE);
proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
- proj.flags = FL_PROJECTILE;
+ proj.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, proj);
proj.enemy = actor.enemy;
proj.totalfrags = _death;
PROJECTILE_MAKETRIGGER(proj);
if (autocvar_g_turrets_reloadcvars == 1)
{
- FOREACH_ENTITY_FLAGS(turret_flags, TUR_FLAG_ISTURRET, {
+ IL_EACH(g_turrets, true,
+ {
load_unit_settings(it, true);
Turret tur = get_turretinfo(it.m_id);
tur.tr_think(tur, it);
// if tur_head exists, we can assume this turret re-spawned
if(!this.tur_head) {
tur.tr_precache(tur);
+ IL_PUSH(g_turrets, this);
}
entity e = find(NULL, classname, "turret_manager");