#include "raptor.qh"
+#if defined(SVQC)
+ #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
+#endif
+
+#ifdef GAMEQC
+
#ifdef SVQC
bool autocvar_g_vehicle_raptor = true;
bool incoming = false;
IL_EACH(g_projectiles, it.enemy == vehic,
{
- if(MISSILE_IS_TRACKING(it))
+ if(it.missile_flags & MIF_GUIDED_TRACKING)
if(vdist(vehic.origin - it.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
{
incoming = true;
if(incoming)
{
msg_entity = this;
- soundto(MSG_ONE, vehic, CH_PAIN_SINGLE, SND(VEH_MISSILE_ALARM), VOL_BASE, ATTEN_NONE);
+ soundto(MSG_ONE, vehic, CH_PAIN_SINGLE, SND(VEH_MISSILE_ALARM), VOL_BASE, ATTEN_NONE, 0);
}
vehic.bomb1.cnt = time + 1;
// Takeoff sequense
if(vehic.frame < 25)
{
- vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / PHYS_INPUT_FRAMETIME);
+ vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / dt);
vehic.velocity_z = min(vehic.velocity_z * 1.5, 256);
vehic.bomb1.gun1.avelocity_y = 90 + ((vehic.frame / 25) * 25000);
vehic.bomb1.gun2.avelocity_y = -vehic.bomb1.gun1.avelocity_y;
}
#endif
+
+#endif