float autocvar_g_turrets_unit_hk_shot_speed_max;
float autocvar_g_turrets_unit_hk_shot_speed_turnrate;
-void turret_hk_missile_think();
+void turret_hk_missile_think(entity this);
SOUND(HunterKillerAttack_FIRE, W_Sound("electro_fire"));
METHOD(HunterKillerAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
}
bool hk_is_valid_target(entity e_target);
-void turret_hk_missile_think()
-{SELFPARAM();
+void turret_hk_missile_think(entity this)
+{
vector vu, vd, vf, vl, vr, ve; // Vector (direction)
float fu, fd, ff, fl, fr, fe; // Fraction to solid
vector olddir,wishdir,newdir; // Final direction
// Close enougth to do decent damage?
if ( edist <= (self.owner.shot_radius * 0.25) )
{
- turret_projectile_explode();
+ turret_projectile_explode(self);
return;
}