entity vehic = self.vehicle.owner;
entity gun = self.vehicle;
entity gunner = self;
-
-
self = vehic;
- //gun.vehicle_energy = ((gun == vehic.gun1) ? vehic.vehicle_ammo1 : vehic.vehicle_ammo2);
-
vehic.solid = SOLID_NOT;
setorigin ( gunner, vehic.origin );
gunner.velocity = vehic.velocity;
UpdateAuxiliaryXhair ( gunner, ad, '1 0 1', 1 );
vehicle_aimturret ( vehic, trace_endpos, gun, "fire",
- autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
+ autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
_out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed );
}
else
vehicle_aimturret ( vehic, _ct, gun, "fire",
- autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
+ autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
_out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed );
if ( gunner.BUTTON_ATCK )
gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
}
- VEHICLE_UPDATE_PLAYER ( gunner, health, bumblebee );
- //VEHICLE_UPDATE_PLAYER(gunner, energy, bumblebee);
+ VEHICLE_UPDATE_PLAYER (gunner, health, bumblebee);
if ( vehic.vehicle_flags & VHF_HASSHIELD )
- VEHICLE_UPDATE_PLAYER ( gunner, shield, bumblebee );
+ VEHICLE_UPDATE_PLAYER (gunner, shield, bumblebee);
ad = gettaginfo ( gun, gettagindex ( gun, "fire" ) );
traceline ( ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun );
vehic.solid = SOLID_BBOX;
gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
-
- //vehic.vehicle_ammo1 = vehic.gun1.vehicle_energy;
- //vehic.vehicle_ammo2 = vehic.gun2.vehicle_energy;
-
gunner.vehicle_energy = ( gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo ) * 100;
self = gunner;
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
- self.effects &~ = EF_NODRAW;
+ self.effects &~= EF_NODRAW;
self.alpha = 1;
self.PlayerPhysplug = SUB_Null;
self.view_ofs = PL_VIEW_OFS;
other.vehicle_reload2 = self.vehicle_reload2;
other.vehicle_energy = self.vehicle_energy;
other.PlayerPhysplug = bumb_gunner_frame;
- other.flags &~ = FL_ONGROUND;
+ other.flags &~= FL_ONGROUND;
msg_entity = other;
WriteByte ( MSG_ONE, SVC_SETVIEWPORT );
vehic.gun3.enemy = world;
}
- VEHICLE_UPDATE_PLAYER ( pilot, health, bumblebee );
- VEHICLE_UPDATE_PLAYER ( pilot, energy, bumblebee );
+ VEHICLE_UPDATE_PLAYER ( pilot, health, bumblebee);
+ VEHICLE_UPDATE_PLAYER ( pilot, energy, bumblebee);
pilot.vehicle_ammo1 = ( vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo ) * 100;
pilot.vehicle_ammo2 = ( vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo ) * 100;
if ( vehic.vehicle_flags & VHF_HASSHIELD )
- VEHICLE_UPDATE_PLAYER ( pilot, shield, bumblebee );
+ VEHICLE_UPDATE_PLAYER ( pilot, shield, bumblebee);
pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;