bomblet = spawn();
setorigin(bomblet, this.origin);
- bomblet.move_movetype = MOVETYPE_TOSS;
+ set_movetype(bomblet, MOVETYPE_TOSS);
settouch(bomblet, raptor_bomblet_touch);
setthink(bomblet, raptor_bomblet_boom);
bomblet.nextthink = time + 5;
org = gettaginfo(this, gettagindex(this, "bombmount_right"));
setorigin(bomb_2, org);
- bomb_1.move_movetype = bomb_2.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(bomb_1, MOVETYPE_BOUNCE);
+ set_movetype(bomb_2, MOVETYPE_BOUNCE);
bomb_1.velocity = bomb_2.velocity = this.velocity;
settouch(bomb_1, raptor_bomb_touch);
settouch(bomb_2, raptor_bomb_touch);
void raptor_flare_think(entity this)
{
this.nextthink = time + 0.1;
- entity _missile = findchainentity(enemy, this.owner);
- while(_missile)
+ FOREACH_ENTITY_ENT(enemy, this.owner,
{
- if(_missile.flags & FL_PROJECTILE)
- if(vdist(this.origin - _missile.origin, <, autocvar_g_vehicle_raptor_flare_range))
+ if(it.flags & FL_PROJECTILE)
+ if(vdist(this.origin - it.origin, <, autocvar_g_vehicle_raptor_flare_range))
if(random() > autocvar_g_vehicle_raptor_flare_chase)
- _missile.enemy = this;
- _missile = _missile.chain;
- }
+ it.enemy = this;
+ });
if(this.tur_impacttime < time)
remove(this);
sfrag.solid = SOLID_CORPSE;
sfrag.draw = RaptorCBShellfragDraw;
+ IL_PUSH(g_drawables, sfrag);
sfrag.velocity = _vel;
sfrag.avelocity = prandomvec() * vlen(sfrag.velocity);