#ifdef SVQC
-float autocvar_g_vehicle_raptor_cannon_cost;
-float autocvar_g_vehicle_raptor_cannon_damage;
-float autocvar_g_vehicle_raptor_cannon_radius;
-float autocvar_g_vehicle_raptor_cannon_refire;
-float autocvar_g_vehicle_raptor_cannon_speed;
-float autocvar_g_vehicle_raptor_cannon_spread;
-float autocvar_g_vehicle_raptor_cannon_force;
-
-float autocvar_g_vehicle_raptor_bomblets;
-float autocvar_g_vehicle_raptor_bomblet_alt;
-float autocvar_g_vehicle_raptor_bomblet_time;
-float autocvar_g_vehicle_raptor_bomblet_damage;
-float autocvar_g_vehicle_raptor_bomblet_spread;
-float autocvar_g_vehicle_raptor_bomblet_edgedamage;
-float autocvar_g_vehicle_raptor_bomblet_radius;
-float autocvar_g_vehicle_raptor_bomblet_force;
-float autocvar_g_vehicle_raptor_bomblet_explode_delay;
+float autocvar_g_vehicle_raptor_cannon_cost = 1;
+float autocvar_g_vehicle_raptor_cannon_damage = 10;
+float autocvar_g_vehicle_raptor_cannon_radius = 60;
+float autocvar_g_vehicle_raptor_cannon_refire = 0.03;
+float autocvar_g_vehicle_raptor_cannon_speed = 24000;
+float autocvar_g_vehicle_raptor_cannon_spread = 0.01;
+float autocvar_g_vehicle_raptor_cannon_force = 25;
+
+float autocvar_g_vehicle_raptor_bomblets = 8;
+float autocvar_g_vehicle_raptor_bomblet_alt = 750;
+float autocvar_g_vehicle_raptor_bomblet_time = 0.5;
+float autocvar_g_vehicle_raptor_bomblet_damage = 55;
+float autocvar_g_vehicle_raptor_bomblet_spread = 0.4;
+float autocvar_g_vehicle_raptor_bomblet_edgedamage = 25;
+float autocvar_g_vehicle_raptor_bomblet_radius = 350;
+float autocvar_g_vehicle_raptor_bomblet_force = 150;
+float autocvar_g_vehicle_raptor_bomblet_explode_delay = 0.4;
METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
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, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
+ if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
vector org = w_shotorg;
vector dir = w_shotdir;
if (veh) {
veh.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
actor.cnt = time;
}
- vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
+ vehicles_projectile(veh, 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.m_id, PROJECTILE_RAPTORCANNON, 0, true, true, player);
return isPlayer || veh.vehicle_energy >= autocvar_g_vehicle_raptor_cannon_cost;
}
-float autocvar_g_vehicle_raptor_bombs_refire;
+float autocvar_g_vehicle_raptor_bombs_refire = 5;
void raptor_bombdrop();
METHOD(RaptorBomb, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
}
}
-float autocvar_g_vehicle_raptor_flare_refire;
-float autocvar_g_vehicle_raptor_flare_lifetime;
-float autocvar_g_vehicle_raptor_flare_chase;
-float autocvar_g_vehicle_raptor_flare_range;
+float autocvar_g_vehicle_raptor_flare_refire = 5;
+float autocvar_g_vehicle_raptor_flare_lifetime = 10;
+float autocvar_g_vehicle_raptor_flare_chase = 0.9;
+float autocvar_g_vehicle_raptor_flare_range = 2000;
void raptor_flare_think();
void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);