return vlen(self.origin - trace_endpos);
}
-void raptor_land()
-{SELFPARAM();
+void raptor_land(entity this)
+{
float hgt;
hgt = raptor_altitude(512);
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
}
-void raptor_blowup()
-{SELFPARAM();
+void raptor_blowup(entity this)
+{
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
self.nextthink = 0;
}
-void raptor_diethink()
-{SELFPARAM();
+void raptor_diethink(entity this)
+{
if(time >= self.wait)
setthink(self, raptor_blowup);
// If we dont do this ever now and then, the raptors rotors
// stop working, presumably due to angle overflow. cute.
-void raptor_rotor_anglefix()
-{SELFPARAM();
+void raptor_rotor_anglefix(entity this)
+{
self.gun1.angles_y = anglemods(self.gun1.angles_y);
self.gun2.angles_y = anglemods(self.gun2.angles_y);
self.nextthink = time + 15;