crosshair_trace(self.owner);
v = gettaginfo(self.tur_head,gettagindex(self.tur_head,"tag_fire"));
- rocket = vehicles_projectile("rocket_explode", "weapons/rocket_impact.wav", "", "weapons/rocket_fire.wav",
+ rocket = vehicles_projectile("spiderbot_rocket_explode", "weapons/rocket_impact.wav", "spiderbot_rocket_launch", "weapons/rocket_fire.wav",
v, normalize(v_forward + (v_up * 0.5) + randomvec() * 0.25) * autocvar_g_vehicle_spiderbot_rocket_speed,
autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1,
DEATH_SBROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health);
rocket.think = spiderbot_rocket_guided;
rocket.nextthink = time;
rocket.cnt = time + autocvar_g_vehicle_spiderbot_rocket_lifetime;
- te_explosion (rocket.origin);
+
self.tur_head.frame += 1;
if (self.tur_head.frame == 9)
//todo: add check for velocity/angle here (so we dont cush players runing into us from behind)
- Damage(other, self, self.owner,autocvar_g_vehicle_spiderbot_crush_dmg,DEATH_SBCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicle_spiderbot_crush_force);
+ Damage(other, self, self.owner,autocvar_g_vehicle_spiderbot_crush_dmg,DEATH_VHCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicle_spiderbot_crush_force);
return;
}