entity veh = player.vehicle;
if (fire & 2)
if (!isPlayer || weapon_prepareattack(thiswep, player, weaponentity, true, autocvar_g_vehicle_raptor_flare_refire)) {
+ vector forward, right, up;
+ MAKE_VECTORS(player.v_angle, forward, right, up);
for(int i = 0; i < 3; ++i) {
entity _flare = spawn();
setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
setorigin(_flare, actor.origin - '0 0 16');
set_movetype(_flare, MOVETYPE_TOSS);
_flare.gravity = 0.15;
- _flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
+ _flare.velocity = 0.25 * actor.velocity + (forward + randomvec() * 0.25)* -500;
setthink(_flare, raptor_flare_think);
_flare.nextthink = time;
_flare.owner = veh ? veh : player;
_flare.solid = SOLID_CORPSE;
_flare.takedamage = DAMAGE_YES;
_flare.event_damage = raptor_flare_damage;
- SetResourceAmount(_flare, RESOURCE_HEALTH, 20);
+ SetResourceExplicit(_flare, RES_HEALTH, 20);
_flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
settouch(_flare, raptor_flare_touch);
}
void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- TakeResource(this, RESOURCE_HEALTH, damage);
- if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ TakeResource(this, RES_HEALTH, damage);
+ if(GetResource(this, RES_HEALTH) <= 0)
delete(this);
}