return;
}
+ setself(vehic);
+
vehicles_frame(vehic, this);
float ftmp = 0;
if(IS_DEAD(vehic))
{
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
- return 1;
+ return;
}
crosshair_trace(this);
VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
+
+ setself(this);
}
bool raptor_takeoff(entity this)
entity vehic = this.vehicle;
return = true;
+ setself(this);
+
vehic.nextthink = time;
CSQCMODEL_AUTOUPDATE(vehic);
vehic.nextthink = 0; // will this work?
VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
+
+ setself(vehic);
}
void raptor_blowup()