float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
if (fire & 1)
if (weapon_prepareattack(thiswep, player, weaponentity, false, t)) {
- if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
+ if (isPlayer) W_SetupShot_Dir(player, weaponentity, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0, DEATH_VH_RAPT_CANNON.m_id);
vector org = w_shotorg;
vector dir = w_shotdir;
if (veh) {
_flare.solid = SOLID_CORPSE;
_flare.takedamage = DAMAGE_YES;
_flare.event_damage = raptor_flare_damage;
- _flare.health = 20;
+ SetResourceExplicit(_flare, RES_HEALTH, 20);
_flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
settouch(_flare, raptor_flare_touch);
}
void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- this.health -= damage;
- if(this.health <= 0)
+ TakeResource(this, RES_HEALTH, damage);
+ if(GetResource(this, RES_HEALTH) <= 0)
delete(this);
}