player.BUTTON_ZOOM = 0;
player.BUTTON_CROUCH = 0;
- player.switchweapon = 0;
+ PS(player).m_switchweapon = WEP_Null;
player.vehicle_weapon2mode = spider.vehicle_weapon2mode;
//dprint("spiderbot_idle:", ftos(soundlength("vehicles/spiderbot_idle.wav")), "\n");
sound (self, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
}
- movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop);
+ movelib_brake_simple(autocvar_g_vehicle_spiderbot_speed_stop);
spider.frame = 5;
}
}
if(player.BUTTON_ATCK)
{
spider.cnt = time;
- if(spider.vehicle_ammo1 >= autocvar_g_vehicle_spiderbot_minigun_ammo_cost && spider.tur_head.attack_finished_single <= time)
+ if(spider.vehicle_ammo1 >= autocvar_g_vehicle_spiderbot_minigun_ammo_cost && spider.tur_head.attack_finished_single[0] <= time)
{
entity gun;
vector v;
v += v_forward * 50;
fireBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration,
- autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0);
+ autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, 0);
sound (gun, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
//trailparticles(self, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
- pointparticles(particleeffectnum(EFFECT_SPIDERBOT_MINIGUN_MUZZLEFLASH), v, v_forward * 2500, 1);
+ pointparticles(EFFECT_SPIDERBOT_MINIGUN_MUZZLEFLASH, v, v_forward * 2500, 1);
setself(spider);
spider.vehicle_ammo1 -= autocvar_g_vehicle_spiderbot_minigun_ammo_cost;
- spider.tur_head.attack_finished_single = time + autocvar_g_vehicle_spiderbot_minigun_refire;
+ spider.tur_head.attack_finished_single[0] = time + autocvar_g_vehicle_spiderbot_minigun_refire;
player.vehicle_ammo1 = (spider.vehicle_ammo1 / autocvar_g_vehicle_spiderbot_minigun_ammo_max) * 100;
spider.gun1.angles_z += 45;
spider.gun2.angles_z -= 45;
if(spider.gun2.cnt <= time)
player.vehicle_reload2 = 100;
else
- player.vehicle_reload2 = 100 - ((spider.gun2.cnt - time) / spider.attack_finished_single) * 100;
+ player.vehicle_reload2 = 100 - ((spider.gun2.cnt - time) / spider.attack_finished_single[0]) * 100;
setorigin(player, spider.origin + '0 0 1' * spider.maxs_z);
player.velocity = spider.velocity;
SUB_SetFade(g1, time, min(self.respawntime, 10));
SUB_SetFade(g2, time, min(self.respawntime, 10));
- RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_SPID_DEATH, world);
+ RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_SPID_DEATH.m_id, world);
self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = -1;
self.movetype = MOVETYPE_NONE;
{SELFPARAM();
switch(_imp)
{
- case 1:
+ case IMP_weapon_group_1.impulse:
self.vehicle.vehicle_weapon2mode = SBRM_VOLLY;
CSQCVehicleSetup(self, 0);
return true;
- case 2:
+ case IMP_weapon_group_2.impulse:
self.vehicle.vehicle_weapon2mode = SBRM_GUIDE;
CSQCVehicleSetup(self, 0);
return true;
- case 3:
+ case IMP_weapon_group_3.impulse:
self.vehicle.vehicle_weapon2mode = SBRM_ARTILLERY;
CSQCVehicleSetup(self, 0);
return true;
- case 10:
- case 15:
- case 18:
+ case IMP_weapon_next_byid.impulse:
+ case IMP_weapon_next_bypriority.impulse:
+ case IMP_weapon_next_bygroup.impulse:
self.vehicle.vehicle_weapon2mode += 1;
if(self.vehicle.vehicle_weapon2mode > SBRM_LAST)
self.vehicle.vehicle_weapon2mode = SBRM_FIRST;
//centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode)));
CSQCVehicleSetup(self, 0);
return true;
- case 11:
- case 12:
- case 16:
- case 19:
+ case IMP_weapon_last.impulse:
+ case IMP_weapon_prev_byid.impulse:
+ case IMP_weapon_prev_bypriority.impulse:
+ case IMP_weapon_prev_bygroup.impulse:
self.vehicle.vehicle_weapon2mode -= 1;
if(self.vehicle.vehicle_weapon2mode < SBRM_FIRST)
self.vehicle.vehicle_weapon2mode = SBRM_LAST;
return true;
/*
- case 17: // toss gun, could be used to exit?
+ case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
break;
- case 20: // Manual minigun reload?
+ case IMP_weapon_reload.impulse: // Manual minigun reload?
break;
*/
}
METHOD(Spiderbot, vr_think, void(Spiderbot thisveh))
{
if(self.flags & FL_ONGROUND)
- movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop);
+ movelib_brake_simple(autocvar_g_vehicle_spiderbot_speed_stop);
}
METHOD(Spiderbot, vr_death, void(Spiderbot thisveh))
{