[Fix] Missiles are working quite nicely now.
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@ -115,7 +115,11 @@ static void think_seeker(Weapon* w, const double dt) {
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/* Ammo isn't locked on yet.. */
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/* Ammo isn't locked on yet.. */
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if(SDL_GetTicks() > (w->outfit->u.amm.lockon)) {
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if(SDL_GetTicks() > (w->outfit->u.amm.lockon)) {
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/*diff = angle_diff(w->solid->dir, vect_angle(&w->solid->pos, &p->solid->pos));*/
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diff = angle_diff(w->solid->dir, vect_angle(&w->solid->pos, &p->solid->pos));
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/*diff = angle_diff(w->solid->dir, CollidePath(*&w->solid->pos, &w->solid->vel,
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&p->solid->pos, &p->solid->vel, 0.01));*/
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w->solid->dir_vel = 10 * diff * w->outfit->u.amm.turn;
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w->solid->dir_vel = 10 * diff * w->outfit->u.amm.turn;
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/* Face the target. */
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/* Face the target. */
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if(w->solid->dir_vel > w->outfit->u.amm.turn)
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if(w->solid->dir_vel > w->outfit->u.amm.turn)
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@ -166,7 +170,7 @@ static void think_smart(Weapon* w, const double dt) {
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w->solid->dir_vel = -w->outfit->u.amm.turn;
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w->solid->dir_vel = -w->outfit->u.amm.turn;
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}
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}
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vect_pset(&w->solid->force, w->outfit->u.amm.thrust, w->solid->dir);
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vect_pset(&w->solid->vel, w->outfit->u.amm.speed, w->solid->dir);
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
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