float autocvar_g_vehicle_raptor_speed_down = 1700;
float autocvar_g_vehicle_raptor_friction = 2;
+bool autocvar_g_vehicle_raptor_swim = false;
+
float autocvar_g_vehicle_raptor_cannon_turnspeed = 120;
float autocvar_g_vehicle_raptor_cannon_turnlimit = 20;
float autocvar_g_vehicle_raptor_cannon_pitchlimit_up = 12;
vehic.sound_nexttime = time + 7.955812;
//sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
- vehic.wait = ftmp;
+ vehic.wait = 0;
}
/*
else if(fabs(ftmp - vehic.wait) > 0.2)
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
}
-void raptor_blowup(entity this)
+void raptor_blowup(entity this, entity toucher)
{
this.deadflag = DEAD_DEAD;
this.vehicle_exit(this, VHEF_NORMAL);
void raptor_diethink(entity this)
{
if(time >= this.wait)
- setthink(this, raptor_blowup);
+ {
+ raptor_blowup(this, NULL);
+ return;
+ }
if(random() < 0.05)
{
instance.solid = SOLID_SLIDEBOX;
instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
- instance.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+ instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work
instance.tur_head.exteriormodeltoclient = instance.owner;
instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
instance.solid = SOLID_SLIDEBOX;
instance.vehicle_energy = 1;
+ if(!autocvar_g_vehicle_raptor_swim)
+ instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
+
instance.PlayerPhysplug = raptor_frame;
instance.bomb1.gun1.avelocity_y = 90;