vector forward, right, up;
MAKE_VECTORS(player.v_angle, forward, right, up);
for(int i = 0; i < 3; ++i) {
- entity _flare = spawn();
+ entity _flare = new(RaptorFlare_flare);
setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
_flare.effects = EF_LOWPRECISION | EF_FLAME;
_flare.scale = 0.5;
entity bomblet;
float i;
- Damage_DamageInfo(this.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT.m_id, 0, this);
+ Damage_DamageInfo(this.origin, false, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT.m_id, 0, this);
for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
{
- bomblet = spawn();
+ bomblet = new(raptor_bomb_bomblet);
setorigin(bomblet, this.origin);
set_movetype(bomblet, MOVETYPE_TOSS);
void raptor_bombdrop(entity this)
{
- entity bomb_1, bomb_2;
-
- bomb_1 = spawn();
- bomb_2 = spawn();
+ entity bomb_1 = new(bombmount_left);
+ entity bomb_2 = new(bombmount_right);
vector org = gettaginfo(this, gettagindex(this, "bombmount_left"));
setorigin(bomb_1, org);
void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
{
- entity sfrag = spawn();
+ entity sfrag = new(RaptorCBShellfrag);
setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
setorigin(sfrag, _org);