]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/raptor.qc
New way of handling the jumping/impact effect, plus clean up the code a lot.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
index ab0d388155bf7ca8d17c674d31507770656533e4..cccc9b278d7a517f5aaae44b8ab57596f74275bf 100644 (file)
@@ -79,7 +79,7 @@ void raptor_bomblet_boom()
 {
     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_RAPTOR_BOMB, world);
     remove(self);
 }
@@ -311,7 +311,7 @@ float raptor_takeoff()
 float raptor_frame()
 {
     entity player, raptor;
-    float ftmp, ftmp2;
+    float ftmp = 0, ftmp2;
     vector df;
     
        if(intermission_running)
@@ -554,7 +554,7 @@ void raptor_blowup()
 {
     self.deadflag    = DEAD_DEAD;
     self.vehicle_exit(VHEF_NORMAL);
-    RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
+    RadiusDamage (self, self, 250, 15, 250, world, world, 250, DEATH_WAKIBLOWUP, world);
 
     self.alpha          = -1;
     self.movetype       = MOVETYPE_NONE;