-#define RSM_FIRST 0
-#define RSM_BOMB 0
-#define RSM_FLARE 1
-#define RSM_LAST 1
+const float RSM_FIRST = 0;
+const float RSM_BOMB = 0;
+const float RSM_FLARE = 1;
+const float RSM_LAST = 1;
-#define RAPTOR_MIN '-80 -80 0'
-#define RAPTOR_MAX '80 80 70'
+const vector RAPTOR_MIN = '-80 -80 0';
+const vector RAPTOR_MAX = '80 80 70';
#ifdef SVQC
float autocvar_g_vehicle_raptor;
bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
PROJECTILE_MAKETRIGGER(bomblet);
- CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
+ CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
}
remove(self);
PROJECTILE_MAKETRIGGER(bomb_1);
PROJECTILE_MAKETRIGGER(bomb_2);
- CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
- CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
+ CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
+ CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
}
vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
- DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner);
+ DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
}
void raptor_think()
self.frame = (hgt / 128) * 25;
self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
- self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+ self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity.y;
if(hgt < 16)
{
if(raptor.frame < 25)
{
raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
- raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
+ raptor.velocity_z = min(raptor.velocity.z * 1.5, 256);
self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
- self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+ self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity.y;
player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
setorigin(player, raptor.origin + '0 0 32');
player.PlayerPhysplug = raptor_frame;
if(self.vehicle_flags & VHF_SHIELDREGEN)
- vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
+ vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
if(self.vehicle_flags & VHF_HEALTHREGEN)
- vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
+ vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
if(self.vehicle_flags & VHF_ENERGYREGEN)
- vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
+ vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
remove(self);
}
-void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
self.health -= damage;
if(self.health <= 0)
vector vang;
vang = raptor.angles;
df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
- vang_x *= -1;
- df_x *= -1;
- if(df_x > 180) df_x -= 360;
- if(df_x < -180) df_x += 360;
- if(df_y > 180) df_y -= 360;
- if(df_y < -180) df_y += 360;
-
- ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
+ vang.x *= -1;
+ df.x *= -1;
+ if(df.x > 180) df.x -= 360;
+ if(df.x < -180) df.x += 360;
+ if(df.y > 180) df.y -= 360;
+ if(df.y < -180) df.y += 360;
+
+ ftmp = shortangle_f(player.v_angle.y - vang.y, vang.y);
if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
- raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
+ raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity.y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
// Pitch
ftmp = 0;
- if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
- else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
+ if(player.movement.x > 0 && vang.x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
+ else if(player.movement.x < 0 && vang.x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
- df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
- ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
- raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
+ df.x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df.x , autocvar_g_vehicle_raptor_pitchlimit);
+ ftmp = vang.x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df.x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
+ raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity.x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
- raptor.angles_x = anglemods(raptor.angles_x);
- raptor.angles_y = anglemods(raptor.angles_y);
- raptor.angles_z = anglemods(raptor.angles_z);
+ raptor.angles_x = anglemods(raptor.angles.x);
+ raptor.angles_y = anglemods(raptor.angles.y);
+ raptor.angles_z = anglemods(raptor.angles.z);
if(autocvar_g_vehicle_raptor_movestyle == 1)
- makevectors('0 1 0' * raptor.angles_y);
+ makevectors('0 1 0' * raptor.angles.y);
else
makevectors(player.v_angle);
df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
- if(player.movement_x != 0)
+ if(player.movement.x != 0)
{
- if(player.movement_x > 0)
+ if(player.movement.x > 0)
df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
- else if(player.movement_x < 0)
+ else if(player.movement.x < 0)
df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
}
- if(player.movement_y != 0)
+ if(player.movement.y != 0)
{
- if(player.movement_y < 0)
+ if(player.movement.y < 0)
df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
- else if(player.movement_y > 0)
+ else if(player.movement.y > 0)
df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
- raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
+ raptor.angles_z = bound(-30,raptor.angles.z + (player.movement.y / autocvar_g_vehicle_raptor_speed_strafe),30);
}
else
{
raptor.angles_z *= 0.95;
- if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
+ if(raptor.angles.z >= -1 && raptor.angles.z <= -1)
raptor.angles_z = 0;
}
UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
vector _vel = raptor.gun1.enemy.velocity;
if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
- _vel_z *= 0.1;
+ _vel.z *= 0.1;
if(autocvar_g_vehicle_raptor_cannon_predicttarget)
{
}
if(self.vehicle_flags & VHF_SHIELDREGEN)
- vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
+ vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
if(self.vehicle_flags & VHF_HEALTHREGEN)
- vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
+ vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
if(self.vehicle_flags & VHF_ENERGYREGEN)
- vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
+ vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
if(raptor.vehicle_weapon2mode == RSM_BOMB)
{
void raptor_impact()
{
- 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(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
// stop working, presumably due to angle overflow. cute.
void raptor_rotor_anglefix()
{
- self.gun1.angles_y = anglemods(self.gun1.angles_y);
- self.gun2.angles_y = anglemods(self.gun2.angles_y);
+ self.gun1.angles_y = anglemods(self.gun1.angles.y);
+ self.gun2.angles_y = anglemods(self.gun2.angles.y);
self.nextthink = time + 15;
}
self.vehicle.vehicle_weapon2mode = RSM_FIRST;
CSQCVehicleSetup(self, 0);
- return TRUE;
+ return true;
case 12:
case 16:
case 19:
self.vehicle.vehicle_weapon2mode = RSM_LAST;
CSQCVehicleSetup(self, 0);
- return TRUE;
+ return true;
/*
case 17: // toss gun, could be used to exit?
break;
*/
}
- return FALSE;
+ return false;
}
void raptor_spawn(float _f)
"", "tag_hud", "tag_camera",
HUD_RAPTOR,
RAPTOR_MIN, RAPTOR_MAX,
- FALSE,
+ false,
raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
raptor_frame,
raptor_enter, raptor_exit,
raptor_die, raptor_think,
- FALSE,
+ false,
autocvar_g_vehicle_raptor_health,
autocvar_g_vehicle_raptor_shield))
{