+ if(self.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
+
+ if(self.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
+
+ if(self.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
+
+
+ raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
+ player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
+
+ VEHICLE_UPDATE_PLAYER(health, raptor);
+ VEHICLE_UPDATE_PLAYER(energy, raptor);
+ if(self.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(shield, raptor);
+