return 1;
}
-
-
crosshair_trace(player);
#if VEHICLES_VIEWROTATE_CROSSHAIR
raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
raptor.lip = time;
}
-
- player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
- raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
+
+ raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
+ player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
VEHICLE_UPDATE_PLAYER(health, raptor);
VEHICLE_UPDATE_PLAYER(energy, raptor);