void raptor_exit(entity this, int eject)
{
vector spot;
- this.tur_head.exteriormodeltoclient = world;
+ this.tur_head.exteriormodeltoclient = NULL;
if(!IS_DEAD(this))
{
}
antilag_clear(this.owner, CS(this.owner));
- this.owner = world;
+ this.owner = NULL;
}
bool raptor_frame(entity this)
if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
{
if(vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy))
- vehic.gun1.enemy = world;
+ vehic.gun1.enemy = NULL;
if(trace_ent)
if(trace_ent.movetype)
(1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
autocvar_g_vehicle_raptor_cannon_locked_time);
- if(vehic.lock_target != world)
+ if(vehic.lock_target != NULL)
if(autocvar_g_vehicle_raptor_cannon_predicttarget)
if(vehic.lock_strength == 1)
{
UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0);
*/
- setself(vehic);
-
Weapon wep1 = WEP_RAPTOR;
if(!forbidWeaponUse(this))
if(PHYS_INPUT_BUTTON_ATCK(this))
}
}
- setself(this);
-
vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
{
this.deadflag = DEAD_DEAD;
this.vehicle_exit(this, VHEF_NORMAL);
- RadiusDamage (this, this.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
+ RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, NULL);
this.alpha = -1;
this.movetype = MOVETYPE_NONE;
void raptor_diethink(entity this)
{
- if(time >= self.wait)
- setthink(self, raptor_blowup);
+ if(time >= this.wait)
+ setthink(this, raptor_blowup);
if(random() < 0.05)
{
- sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
}
- self.nextthink = time;
+ this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
// If we dont do this ever now and then, the raptors rotors
// stop working, presumably due to angle overflow. cute.
void raptor_rotor_anglefix(entity this)
{
- self.gun1.angles_y = anglemods(self.gun1.angles_y);
- self.gun2.angles_y = anglemods(self.gun2.angles_y);
- self.nextthink = time + 15;
+ this.gun1.angles_y = anglemods(this.gun1.angles_y);
+ this.gun2.angles_y = anglemods(this.gun2.angles_y);
+ this.nextthink = time + 15;
}
bool raptor_impulse(entity this, int _imp)