float autocvar_g_vehicle_raptor_bomblet_explode_delay;
float autocvar_g_vehicle_raptor_bombs_refire;
-float autocvar_g_vehicle_raptor_guns_turnspeed;
-float autocvar_g_vehicle_raptor_guns_turnlimit;
-float autocvar_g_vehicle_raptor_guns_pitchlimit_up;
-float autocvar_g_vehicle_raptor_guns_pitchlimit_down;
+float autocvar_g_vehicle_raptor_cannon_turnspeed;
+float autocvar_g_vehicle_raptor_cannon_turnlimit;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
float autocvar_g_vehicle_raptor_cannon_locktarget;
float autocvar_g_vehicle_raptor_cannon_locking_time;
}
// Aim the gunz
- ftmp2 = autocvar_g_vehicle_raptor_guns_turnspeed * frametime;
+ ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
ftmp = -ftmp2;
// Gun1
df_x = bound(ftmp, df_x, ftmp2);
df_y = bound(ftmp, df_y, ftmp2);
// Bind to limts
- raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_guns_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit_up);
- raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
+ raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
+ raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
//df = vectoangles(normalize(trace_endpos - df));
df_x = bound(ftmp, df_x, ftmp2);
df_y = bound(ftmp, df_y, ftmp2);
// Bind to limts
- raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_guns_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit_up);
- raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
+ raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
+ raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
/*
void raptor_touch()
{
+ vehicles_touch();
if(self.owner)
{
if(vlen(self.velocity) == 0)
pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
self.delay = time;
- vehicles_common_spawn();
+ vehicles_reset_colors();
}
void raptor_dinit()
spinner.movetype = MOVETYPE_NOCLIP;
spinner.avelocity = '0 -90 0';
self.bomb1.gun2 = spinner;
+
+ self.mass = 2200;
}
void spawnfunc_vehicle_raptor()