11 entity player = isPlayer ? actor : actor.owner;
12 entity veh = player.vehicle;
21 string tagname = (veh.cnt)
22 ? (veh.cnt = 0,
"tag_fire1")
23 : (veh.cnt = 1,
"tag_fire2");
53 entity player = isPlayer ? actor : actor.owner;
54 entity veh = player.vehicle;
70 rocket.nextthink =
time;
72 rocket.cnt =
time + 15;
101 newvel = oldvel + this.
lip;
105 vector predicted_origin = this.
enemy.origin + this.
enemy.velocity * time_to_impact;
111 float height_diff = predicted_origin_z - this.origin_z;
135 float oldvel, newvel;
153 newvel = oldvel + this.
lip;
176 int cont = pointcontents(this.
origin -
'0 0 32');
178 this.velocity_z += 200;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
const float CONTENT_WATER
const float CONTENT_SLIME
void UpdateCSQCProjectile(entity e)
#define METHOD(cname, name, prototype)
const int PROJECTILE_WAKIROCKET
const int PROJECTILE_WAKICANNON
void racer_rocket_groundhugger(entity this)
void racer_rocket_tracker(entity this)
void racer_fire_rocket(entity this, entity player, vector org, vector dir, entity trg)
float autocvar_g_vehicle_racer_rocket_speed
float autocvar_g_vehicle_racer_cannon_refire
float autocvar_g_vehicle_racer_rocket_locked_maxangle
float autocvar_g_vehicle_racer_cannon_radius
float autocvar_g_vehicle_racer_cannon_spread
float autocvar_g_vehicle_racer_rocket_force
float autocvar_g_vehicle_racer_rocket_climbspeed
float autocvar_g_vehicle_racer_cannon_speed
float autocvar_g_vehicle_racer_cannon_force
float autocvar_g_vehicle_racer_rocket_turnrate
float autocvar_g_vehicle_racer_cannon_cost
float autocvar_g_vehicle_racer_cannon_damage
float autocvar_g_vehicle_racer_rocket_accel
float autocvar_g_vehicle_racer_rocket_radius
float autocvar_g_vehicle_racer_rocket_damage
string W_Sound(string w_snd)
#define SOUND(name, path)
entity vehicles_projectile(entity this, entity _mzlfx, Sound _mzlsound, vector _org, vector _vel, float _dmg, float _radi, float _force, float _size, int _deahtype, float _projtype, float _health, bool _cull, bool _clianim, entity _owner)
void crosshair_trace(entity pl)
#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)