missile.bot_dodgerating = cvar("g_balance_hagar_primary_damage");
missile.touch = W_Hagar_Touch;
missile.use = W_Hagar_Explode;
- missile.think = adaptor_think2use;
+ missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + cvar("g_balance_hagar_primary_lifetime");
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR;
missile.touch = W_Hagar_Touch2;
missile.cnt = 0;
missile.use = W_Hagar_Explode2;
- missile.think = adaptor_think2use;
+ missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + cvar("g_balance_hagar_secondary_lifetime_min") + random() * cvar("g_balance_hagar_secondary_lifetime_rand");
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
setsize(gren, '0 0 0', '0 0 0');
gren.nextthink = time + cvar("g_balance_hook_secondary_lifetime");
- gren.think = adaptor_think2use;
+ gren.think = adaptor_think2use_hittype_splash;
gren.use = W_Hook_Explode2;
gren.touch = W_Hook_Touch2;
float dist;
if (time > self.cnt)
+ {
+ self.projectiledeathtype |= HITTYPE_SPLASH;
Seeker_Missile_Explode();
+ }
if (!self.switchweapon)
self.switchweapon = cvar("g_balance_seeker_missile_speed");
missile.bot_dodgerating = cvar("g_balance_seeker_flac_damage");
missile.touch = Seeker_Flac_Explode;
missile.use = Seeker_Flac_Explode;
- missile.think = Seeker_Flac_Explode;
+ missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + cvar("g_balance_seeker_flac_lifetime") + cvar("g_balance_seeker_flac_lifetime_rand");
missile.solid = SOLID_BBOX;
missile.scale = 0.4; // BUG: the model is too big