float autocvar_g_vehicle_raptor_shield_regen;
float autocvar_g_vehicle_raptor_shield_regen_pause;
+float autocvar_g_vehicle_raptor_blowup_radius;
+float autocvar_g_vehicle_raptor_blowup_coredamage;
+float autocvar_g_vehicle_raptor_blowup_edgedamage;
+float autocvar_g_vehicle_raptor_blowup_forceintensity;
+
float autocvar_g_vehicle_raptor_bouncefactor;
float autocvar_g_vehicle_raptor_bouncestop;
vector autocvar_g_vehicle_raptor_bouncepain;
{
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
- autocvar_g_vehicle_raptor_bomblet_radius, world,
+ autocvar_g_vehicle_raptor_bomblet_radius, world, world,
autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
remove(self);
}
{
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_RAPT_DEATH, world);
+
+ RadiusDamage(self, self.enemy, autocvar_g_vehicle_raptor_blowup_coredamage,
+ autocvar_g_vehicle_raptor_blowup_edgedamage,
+ autocvar_g_vehicle_raptor_blowup_radius, world, world,
+ autocvar_g_vehicle_raptor_blowup_forceintensity, DEATH_VH_RAPT_DEATH, world);
self.alpha = -1;
self.movetype = MOVETYPE_NONE;
void raptor_impact()
{
- if(autocvar_g_vehicle_raptor_bouncepain_x)
- vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
+ if(autocvar_g_vehicle_raptor_bouncepain_x)
+ vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
}
// If we dont do this ever now and then, the raptors rotors
//FIXME: Camera is in a bad place in HUD model.
//setorigin(self.vehicle_viewport, '25 0 5');
- self.vehicles_impusle = raptor_impulse;
+ self.vehicles_impulse = raptor_impulse;
self.frame = 0;