#include "raptor.qh"
+#ifdef GAMEQC
+
#ifdef SVQC
bool autocvar_g_vehicle_raptor = true;
Weapon wep1 = WEP_RAPTOR;
.entity weaponentity = weaponentities[0];
- if(!forbidWeaponUse(this))
+ if(!weaponLocked(this) && !weaponUseForbidden(this))
if(PHYS_INPUT_BUTTON_ATCK(this))
if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
{
vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true);
if(vehic.vehicle_flags & VHF_HEALTHREGEN)
- vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RESOURCE_HEALTH);
+ vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RES_HEALTH);
if(vehic.vehicle_flags & VHF_ENERGYREGEN)
vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false);
Weapon wep2a = WEP_RAPTOR_BOMB;
- if(!forbidWeaponUse(this))
+ if(!weaponLocked(this) && !weaponUseForbidden(this))
if(STAT(VEHICLESTAT_W2MODE, vehic) == RSM_BOMB)
{
if(time > vehic.lip + autocvar_g_vehicle_raptor_bombs_refire)
}
- VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RESOURCE_HEALTH);
+ VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RES_HEALTH);
VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
if(vehic.vehicle_flags & VHF_HASSHIELD)
VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
// Takeoff sequense
if(vehic.frame < 25)
{
- vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / PHYS_INPUT_FRAMETIME);
+ vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / dt);
vehic.velocity_z = min(vehic.velocity_z * 1.5, 256);
vehic.bomb1.gun1.avelocity_y = 90 + ((vehic.frame / 25) * 25000);
vehic.bomb1.gun2.avelocity_y = -vehic.bomb1.gun1.avelocity_y;
vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true);
if(vehic.vehicle_flags & VHF_HEALTHREGEN)
- vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RESOURCE_HEALTH);
+ vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RES_HEALTH);
if(vehic.vehicle_flags & VHF_ENERGYREGEN)
vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false);
this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
- VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RESOURCE_HEALTH);
+ VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RES_HEALTH);
VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
if(vehic.vehicle_flags & VHF_HASSHIELD)
VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
instance.owner.PlayerPhysplug = raptor_takeoff;
set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
instance.solid = SOLID_SLIDEBOX;
- instance.owner.vehicle_health = (GetResourceAmount(instance, RESOURCE_HEALTH) / autocvar_g_vehicle_raptor_health) * 100;
+ instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_raptor_health) * 100;
instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work
instance.tur_head.exteriormodeltoclient = instance.owner;
}
METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
{
- SetResourceAmount(instance, RESOURCE_HEALTH, 0);
+ SetResourceExplicit(instance, RES_HEALTH, 0);
instance.event_damage = func_null;
instance.solid = SOLID_CORPSE;
instance.takedamage = DAMAGE_NO;
}
instance.frame = 0;
- SetResourceAmount(instance, RESOURCE_HEALTH, autocvar_g_vehicle_raptor_health);
+ SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
set_movetype(instance, MOVETYPE_TOSS);
instance.solid = SOLID_SLIDEBOX;
instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
instance.damageforcescale = 0.25;
- SetResourceAmount(instance, RESOURCE_HEALTH, autocvar_g_vehicle_raptor_health);
+ SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
}
METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
instance.vehicle_exit = raptor_exit;
instance.respawntime = autocvar_g_vehicle_raptor_respawntime;
- SetResourceAmount(instance, RESOURCE_HEALTH, autocvar_g_vehicle_raptor_health);
+ SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- instance.max_health = GetResourceAmount(instance, RESOURCE_HEALTH);
+ instance.max_health = GetResource(instance, RES_HEALTH);
if(!autocvar_g_vehicle_raptor_swim)
instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
}
#endif
+
+#endif