raptor_beam_leangth = CCVAR("_beam_length");
raptor_beam_refire = CCVAR("_beam_refire");
- raptor_shield_max = CCVAR("_shield_max");
+ raptor_shield_max = CCVAR("_shield");
raptor_shield_regen = CCVAR("_shield_regen");
- raptor_health_max = CCVAR("_health_max");
+ raptor_health_max = CCVAR("_health");
raptor_health_regen = CCVAR("_health_regen");
- raptor_energy_max = CCVAR("_energy_max");
+ raptor_energy_max = CCVAR("_energy");
raptor_energy_regen = CCVAR("_energy_regen");
}
}
void raptor_beam (vector start, vector end, vector smin, vector smax, float bforce, float f_dmg, float deathtype)
-
{
vector hitloc, force, endpoint, dir;
entity ent;
setorigin(player,vhic.origin + '0 0 32');
// Aim the gunz
+ /*
vector target_angle, move_angle, org1, org2, targ;
makevectors(player.v_angle);
move_angle = shortangle_vxy(move_angle,(vhic.angles + vhic.gun2.angles));
vhic.gun2.angles_x = bound(-15,move_angle_x + vhic.gun2.angles_x,15);
vhic.gun2.angles_y = bound(-20,move_angle_y + vhic.gun2.angles_y,20);
-
+ */
if(player.BUTTON_ATCK)
if(vhic.vehicle_energy > (raptor_beam_aps * sys_frametime))
{
raptor_spawn();
}
-void spawnfunc_vehicle_raptor2()
+void spawnfunc_vehicle_raptor()
{
self.cvar_basename = "g_vehicle_raptor";
raptor_loadsettings();
}
-void spawnfunc_vehicle_raptor()
+void spawnfunc_vehicle_raptor2()
{
entity iqm,dpm,md3;