#include "hellion_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
float autocvar_g_turrets_unit_hellion_shot_speed_gain;
if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(electro, refire))) {
if (isPlayer) {
turret_initparams(actor);
- W_SetupShot_Dir(actor, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_HellionAttack_FIRE, CH_WEAPON_B, 0);
actor.tur_shotdir_updated = w_shotdir;
actor.tur_shotorg = w_shotorg;
actor.tur_head = actor;
te_explosion (missile.origin);
setthink(missile, turret_hellion_missile_think);
missile.nextthink = time;
- missile.flags = FL_PROJECTILE;
missile.max_health = time + 9;
missile.tur_aimpos = randomvec() * 128;
missile.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
turret_projectile_explode(this);
// Enemy dead? just keep on the current heading then.
- if ((this.enemy == world) || (IS_DEAD(this.enemy)))
+ if ((this.enemy == NULL) || (IS_DEAD(this.enemy)))
{
// Make sure we dont return to tracking a respawned player
- this.enemy = world;
+ this.enemy = NULL;
// Turn model
this.angles = vectoangles(this.velocity);
}
#endif
-
-#endif