entity bomblet;
float i;
- Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
+ Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
{
self.owner.PlayerPhysplug = raptor_takeoff;
self.movetype = MOVETYPE_BOUNCEMISSILE;
self.solid = SOLID_SLIDEBOX;
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
+ self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
+ self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
self.tur_head.exteriormodeltoclient = self.owner;
VEHICLE_UPDATE_PLAYER(shield, raptor);
player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+
+ self = player;
return 1;
}
self.touch = raptor_blowup;
}
-void raptor_worldimpact()
+void raptor_impact()
{
- if(self.play_time < time)
if(autocvar_g_vehicle_raptor_bouncepain_x)
- vehilces_worldimpact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
+ vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
}
void raptor_spawn()
self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
- self.vehicle_worldimpact = raptor_worldimpact;
+ self.vehicle_impact = raptor_impact;
}
// If we dont do this ever now and then, the raptors rotors