proj.flags = FL_PROJECTILE | FL_NOTARGET;
if(_mzlsound)
- sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, _mzlsound, VOL_BASE, ATTN_NORM);
if(_mzlfx)
pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
}
else
{
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
WriteAngle(MSG_ONE, self.angles_x * -1); // tilt
WriteAngle(MSG_ONE, self.angles_y); // yaw
WriteAngle(MSG_ONE, 0); // roll
if(!teamplay)
self.team = 0;
-
+ else
+ self.team = self.tur_head.team;
+
if(self.owner.flagcarried)
{
self.owner.flagcarried.scale = 0.6;
setorigin(self.owner.flagcarried, FLAG_CARRY_POS);
}
- sound (self, CHAN_TRIGGER, "misc/null.wav", 1, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTN_NORM);
self.vehicle_exit(eject);
self.owner = world;
+ vehicles_reset_colors();
if(oldself)
self = oldself;
self.vehicle_shieldent.think = shieldhit_think;
}
-
self.vehicle_shieldent.colormod = '1 1 1';
self.vehicle_shieldent.alpha = 0.45;
self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
if(self.vehicle_shield < 0)
{
+ self.vehicle_health -= fabs(self.vehicle_shield);
self.vehicle_shieldent.colormod = '2 0 0';
self.vehicle_shield = 0;
self.vehicle_shieldent.alpha = 0.75;
- self.vehicle_health -= fabs(self.vehicle_shield);
+
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
}
+ else
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CH_PAIN, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
+
}
else
+ {
self.vehicle_health -= damage;
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
+ }
+
self.velocity += force; // * (vlen(force) / self.mass);
if(self.vehicle_health <= 0)
ret.classname = "vehicle_return";
ret.enemy = self;
ret.team = self.team;
- ret.think = vehicles_showwp;
+ ret.think = vehicles_showwp;
if(self.deadflag != DEAD_NO)
{
{
ret.nextthink = min(time + self.vehicle_respawntime, time + self.vehicle_respawntime - 1);
}
-
-
setmodel(ret, "null");
setorigin(ret, self.pos1 + '0 0 96');
if(self.team && !teamplay)
self.team = 0;
-
+
self.vehicle_flags |= VHF_ISVEHICLE;
setmodel(self, bodymodel);
self.pos1 = self.origin;
self.pos2 = self.angles;
-
+ self.tur_head.team = self.team;
+
return TRUE;
}