WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, player);
+ // NOTE: engine networked
WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
WriteAngle(MSG_ONE, 0);
WriteAngle(MSG_ONE, vehic.angles.y);
}
CSQCVehicleSetup(player, HUD_NORMAL);
- setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
delete(gunner.(weaponentity));
}
player.vehicle_enter_delay = time + 2;
+ setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
fixedmakevectors(vehic.angles);
WriteByte(MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, gunner.vehicle_viewport);
+ // NOTE: engine networked
WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
if(!instance.gun1)
{
// for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
- instance.vehicle_shieldent = spawn();
+ instance.vehicle_shieldent = new(vehicle_shieldent);
instance.vehicle_shieldent.effects = EF_LOWPRECISION;
setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
setattachment(instance.vehicle_shieldent, instance, "");
// Raygun beam
if(instance.gun3.enemy == NULL)
{
- instance.gun3.enemy = spawn();
+ instance.gun3.enemy = new(bumble_raygun);
Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
instance.gun3.enemy.SendFlags = BRG_SETUP;
instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;