9 entity player = isPlayer ? actor : actor.owner;
10 entity veh = player.vehicle;
23 ++veh.misc_bulletcounter;
24 if (veh.misc_bulletcounter <= 2)
29 if (veh.misc_bulletcounter >= 4)
30 veh.misc_bulletcounter = 0;
46 entity player = (isPlayer ? actor : actor.owner);
47 entity veh = player.vehicle;
56 entity player = (isPlayer ? actor : actor.owner);
57 entity veh = player.vehicle;
62 entity e = (veh ? veh : player);
75 entity player = isPlayer ? actor : actor.owner;
76 entity veh = player.vehicle;
83 for (
int i = 0; i < 3; ++i)
85 entity _flare =
new(RaptorFlare_flare);
86 setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
90 setorigin(_flare, actor.origin -
'0 0 16');
92 _flare.gravity = 0.15;
93 _flare.velocity = 0.25 * actor.velocity + (forward +
randomvec() * 0.25)* -500;
95 _flare.nextthink =
time;
96 _flare.owner = veh ? veh : player;
117 DEATH_VH_RAPT_BOMB.m_id,
156 bomblet =
new(raptor_bomb_bomblet);
157 setorigin(bomblet, this.
origin);
162 bomblet.nextthink =
time + 5;
163 bomblet.owner = this.
owner;
181 entity bomb_1 =
new(bombmount_left);
182 entity bomb_2 =
new(bombmount_right);
186 setorigin(bomb_1,
org);
188 setorigin(bomb_2,
org);
192 bomb_1.velocity = bomb_2.velocity = this.
velocity;
197 bomb_1.cnt = bomb_2.cnt =
time + 10;
200 bomb_1.nextthink = bomb_2.nextthink =
time;
204 bomb_1.owner = bomb_2.owner =
this;
205 bomb_1.realowner = bomb_2.realowner = this.
owner;
206 bomb_1.gravity = bomb_2.gravity = 1;
232 if (vdist(this.origin - it.origin, <, autocvar_g_vehicle_raptor_flare_range)
233 && random() > autocvar_g_vehicle_raptor_flare_chase)
262 entity sfrag =
new(RaptorCBShellfrag);
263 setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
265 setorigin(sfrag, _org);
268 sfrag.gravity = 0.15;
273 sfrag.velocity = _vel;
277 sfrag.move_time =
time;
278 sfrag.damageforcescale = 4;
280 sfrag.nextthink =
time + 3;
281 sfrag.cnt =
time + 2;
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
IntrusiveList g_drawables
const float ALPHA_MIN_VISIBLE
#define setmodel(this, m)
void UpdateCSQCProjectile(entity e)
void CSQCProjectile(entity e, float clientanimate, int type, float docull)
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
#define MAKE_VECTORS(angles, forward, right, up)
Same as the makevectors builtin but uses the provided locals instead of the v_* globals.
float autocvar_cl_gibs_ticrate
bool autocvar_cl_gibs_sloppy
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define IL_EACH(this, cond, body)
void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy)
void set_movetype(entity this, int mt)
const int MOVETYPE_BOUNCE
#define METHOD(cname, name, prototype)
const int PROJECTILE_RAPTORCANNON
const int PROJECTILE_RAPTORBOMBLET
const int PROJECTILE_RAPTORBOMB
void raptor_flare_touch(entity this, entity toucher)
void RaptorCBShellfragDraw(entity this)
void raptor_bomblet_touch(entity this, entity toucher)
void raptor_bomb_touch(entity this, entity toucher)
void raptor_bombdrop(entity this)
void raptor_bomblet_boom(entity this)
void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void raptor_bomb_burst(entity this)
void raptor_flare_think(entity this)
void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
float autocvar_g_vehicle_raptor_bomblet_explode_delay
float autocvar_g_vehicle_raptor_cannon_force
float autocvar_g_vehicle_raptor_bomblet_edgedamage
float autocvar_g_vehicle_raptor_bomblet_radius
float autocvar_g_vehicle_raptor_bomblet_force
float autocvar_g_vehicle_raptor_bomblets
float autocvar_g_vehicle_raptor_cannon_speed
float autocvar_g_vehicle_raptor_cannon_refire
float autocvar_g_vehicle_raptor_bombs_refire
float autocvar_g_vehicle_raptor_bomblet_damage
float autocvar_g_vehicle_raptor_flare_refire
float autocvar_g_vehicle_raptor_bomblet_alt
float autocvar_g_vehicle_raptor_cannon_radius
float autocvar_g_vehicle_raptor_bomblet_time
float autocvar_g_vehicle_raptor_cannon_damage
float autocvar_g_vehicle_raptor_cannon_cost
float autocvar_g_vehicle_raptor_bomblet_spread
float autocvar_g_vehicle_raptor_cannon_spread
float autocvar_g_vehicle_raptor_flare_lifetime
#define PROJECTILE_TOUCH(e, t)
IntrusiveList g_projectiles
#define PROJECTILE_MAKETRIGGER(e)
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)
#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)