if (self.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, 0)) // no exceptions
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
if (self.realowner == attacker)
else
self.health = self.health - damage;
- print(strcat("seeker missile health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
-
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
}
void Seeker_Fire_Missile(vector f_diff, entity m_target)
{
- local entity missile;
+ entity missile;
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_missile_ammo, autocvar_g_balance_seeker_reload_ammo);
void Seeker_Fire_Flac()
{
- local entity missile;
+ entity missile;
vector f_diff;
float c;
void Seeker_Fire_Tag()
{
- local entity missile;
+ entity missile;
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_seeker_tag_ammo, autocvar_g_balance_seeker_reload_ammo);
W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, autocvar_g_balance_seeker_missile_damage * autocvar_g_balance_seeker_missile_count);
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_missile_ammo;
- ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_missile_ammo;
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_missile_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_seeker_tag_ammo;
- ammo_amount += self.weapon_load[WEP_SEEKER] >= autocvar_g_balance_seeker_tag_ammo;
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= autocvar_g_balance_seeker_tag_ammo;
return ammo_amount;
}
else if (req == WR_RELOAD)