- // Aim the gunz
- ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
- ftmp = -ftmp2;
-
- // Gun1
- df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
- //ad = df;
- //vf = v_forward;
- df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
- df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
- df = shortangle_vxy(df, raptor.gun1.angles);
-
- // Bind to aimspeed
- 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_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);
-
- // Gun2
- df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
- //ad += df;
- //vf += v_forward;
- df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
- df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
- df = shortangle_vxy(df, raptor.gun2.angles);
-
- // Bind to aimspeed
- 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_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);
+
+ vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
+ autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
+ autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
+
+ vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
+ autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
+ autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);