#include "../../weapons/all.qh"
CLASS(RaptorCannon, PortoLaunch)
-/* flags */ ATTRIB(RaptorCannon, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
+/* flags */ ATTRIB(RaptorCannon, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(RaptorCannon, impulse, int, 3);
/* refname */ ATTRIB(RaptorCannon, netname, string, "raptorcannon");
/* wepname */ ATTRIB(RaptorCannon, message, string, _("Raptor cannon"));
REGISTER_WEAPON(RAPTOR, NEW(RaptorCannon));
CLASS(RaptorBomb, PortoLaunch)
-/* flags */ ATTRIB(RaptorBomb, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
+/* flags */ ATTRIB(RaptorBomb, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(RaptorBomb, impulse, int, 3);
/* refname */ ATTRIB(RaptorBomb, netname, string, "raptorbomb");
/* wepname */ ATTRIB(RaptorBomb, message, string, _("Raptor bomb"));
REGISTER_WEAPON(RAPTOR_BOMB, NEW(RaptorBomb));
CLASS(RaptorFlare, PortoLaunch)
-/* flags */ ATTRIB(RaptorFlare, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN);
+/* flags */ ATTRIB(RaptorFlare, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
/* impulse */ ATTRIB(RaptorFlare, impulse, int, 3);
/* refname */ ATTRIB(RaptorFlare, netname, string, "raptorflare");
/* wepname */ ATTRIB(RaptorFlare, message, string, _("Raptor flare"));
// 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
if (fire1)
- if (weapon_prepareattack(player, false, t)) {
+ if (weapon_prepareattack(thiswep, player, false, t)) {
if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
vector org = w_shotorg;
vector dir = w_shotdir;
vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
- DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, veh ? veh : player);
+ DEATH_VH_RAPT_CANNON.m_id, PROJECTILE_RAPTORCANNON, 0, true, true, player);
weapon_thinkf(player, WFRAME_FIRE1, 0, w_ready);
}
}
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
if (fire2)
- if (!isPlayer || weapon_prepareattack(player, true, autocvar_g_vehicle_raptor_bombs_refire)) {
+ if (!isPlayer || weapon_prepareattack(thiswep, player, true, autocvar_g_vehicle_raptor_bombs_refire)) {
if (veh) setself(veh);
raptor_bombdrop();
weapon_thinkf(player, WFRAME_FIRE2, 0, w_ready);
entity player = isPlayer ? actor : actor.owner;
entity veh = player.vehicle;
if (fire2)
- if (!isPlayer || weapon_prepareattack(player, true, autocvar_g_vehicle_raptor_flare_refire)) {
+ if (!isPlayer || weapon_prepareattack(thiswep, player, true, autocvar_g_vehicle_raptor_flare_refire)) {
for(int i = 0; i < 3; ++i) {
entity _flare = spawn();
setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
autocvar_g_vehicle_raptor_bomblet_radius, world, world,
- autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
+ autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB.m_id, world);
remove(self);
}
entity bomblet;
float i;
- Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
+ Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT.m_id, 0, self);
for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
{
#ifdef CSQC
-void RaptorCBShellfragDraw()
-{SELFPARAM();
+void RaptorCBShellfragDraw(entity this)
+{
if(wasfreed(self))
return;