-#define RSM_FIRST 0
-#define RSM_BOMB 0
-#define RSM_FLARE 1
-#define RSM_LAST 1
+const float RSM_FIRST = 0;
+const float RSM_BOMB = 0;
+const float RSM_FLARE = 1;
+const float RSM_LAST = 1;
-#define RAPTOR_MIN '-80 -80 0'
-#define RAPTOR_MAX '80 80 70'
+const vector RAPTOR_MIN = '-80 -80 0';
+const vector RAPTOR_MAX = '80 80 70';
#ifdef SVQC
float autocvar_g_vehicle_raptor;
{
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
- autocvar_g_vehicle_raptor_bomblet_radius, world,
+ autocvar_g_vehicle_raptor_bomblet_radius, world, world,
autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
remove(self);
}
{
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
+
RadiusDamage(self, self.enemy, autocvar_g_vehicle_raptor_blowup_coredamage,
autocvar_g_vehicle_raptor_blowup_edgedamage,
- autocvar_g_vehicle_raptor_blowup_radius, world,
+ autocvar_g_vehicle_raptor_blowup_radius, world, world,
autocvar_g_vehicle_raptor_blowup_forceintensity, DEATH_VH_RAPT_DEATH, world);
self.alpha = -1;