.entity bomb2;
float raptor_altitude(float amax)
-{
+{SELFPARAM();
tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
return vlen(self.origin - trace_endpos);
}
void raptor_bomblet_boom()
-{
+{SELFPARAM();
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
autocvar_g_vehicle_raptor_bomblet_radius, world, world,
}
void raptor_bomblet_touch()
-{
+{SELFPARAM();
if(other == self.owner)
return;
}
void raptor_bomb_burst()
-{
+{SELFPARAM();
if(self.cnt > time)
if(autocvar_g_vehicle_raptor_bomblet_alt)
{
}
void raptor_bombdrop()
-{
+{SELFPARAM();
entity bomb_1, bomb_2;
bomb_1 = spawn();
void raptor_fire_cannon(entity gun, string tagname)
-{
- vehicles_projectile("raptor_cannon_muzzleflash", W_Sound("lasergun_fire"),
+{SELFPARAM();
+ vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, W_Sound("lasergun_fire"),
gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
}
void raptor_land()
-{
+{SELFPARAM();
float hgt;
hgt = raptor_altitude(512);
self.nextthink = time;
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
void raptor_exit(float eject)
-{
+{SELFPARAM();
vector spot;
self.tur_head.exteriormodeltoclient = world;
}
void raptor_flare_touch()
-{
+{SELFPARAM();
remove(self);
}
void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
self.health -= damage;
if(self.health <= 0)
remove(self);
}
void raptor_flare_think()
-{
+{SELFPARAM();
self.nextthink = time + 0.1;
entity _missile = findchainentity(enemy, self.owner);
while(_missile)
}
float raptor_frame()
-{
+{SELFPARAM();
entity player, raptor;
float ftmp = 0;
vector df;
player = self;
raptor = self.vehicle;
- self = raptor;
+ setself(raptor);
vehicles_painframe();
/*
if(raptor.deadflag != DEAD_NO)
{
- self = player;
+ setself(player);
player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
return 1;
}
player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
- self = player;
+ setself(player);
return 1;
}
float raptor_takeoff()
-{
+{SELFPARAM();
entity player, raptor;
player = self;
raptor = self.vehicle;
- self = raptor;
+ setself(raptor);
self.nextthink = time;
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
self.nextthink = 0; // will this work?
if(self.sound_nexttime < time)
VEHICLE_UPDATE_PLAYER(player, shield, raptor);
player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
- self = player;
+ setself(player);
return 1;
}
void raptor_blowup()
-{
+{SELFPARAM();
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
}
void raptor_diethink()
-{
+{SELFPARAM();
if(time >= self.wait)
self.think = raptor_blowup;
if(random() < 0.05)
{
sound (self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
- Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
}
self.nextthink = time;
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
// If we dont do this ever now and then, the raptors rotors
// stop working, presumably due to angle overflow. cute.
void raptor_rotor_anglefix()
-{
+{SELFPARAM();
self.gun1.angles_y = anglemods(self.gun1.angles_y);
self.gun2.angles_y = anglemods(self.gun2.angles_y);
self.nextthink = time + 15;
}
float raptor_impulse(float _imp)
-{
+{SELFPARAM();
switch(_imp)
{
case 1:
}
void spawnfunc_vehicle_raptor()
-{
+{SELFPARAM();
if(!autocvar_g_vehicle_raptor) { remove(self); return; }
if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
}
float v_raptor(float req)
-{
+{SELFPARAM();
switch(req)
{
case VR_IMPACT:
self.nextthink = time;
self.wait = time + 5 + (random() * 5);
- Send_Effect("explosion_medium", findbetterlocation (self.origin, 16), '0 0 0', 1);
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
self.velocity_z += 600;
#ifdef CSQC
void RaptorCBShellfragDraw()
-{
+{SELFPARAM();
if(wasfreed(self))
return;
}
void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
-{
+{SELFPARAM();
entity sfrag;
sfrag = spawn();