Commit 0bd18924 authored by Mario's avatar Mario

Update attack mode crosshair while raptor is launching

parent 8e7b268a
Pipeline #5728142 passed with stages
in 20 minutes
......@@ -83,6 +83,9 @@ void raptor_land(entity this)
void raptor_exit(entity this, int eject)
{
entity player = this.owner;
this.owner = NULL;
this.tur_head.exteriormodeltoclient = NULL;
if(!IS_DEAD(this))
......@@ -91,7 +94,7 @@ void raptor_exit(entity this, int eject)
this.nextthink = time;
}
if(!this.owner)
if(!player)
return;
makevectors(this.angles);
......@@ -100,32 +103,31 @@ void raptor_exit(entity this, int eject)
{
spot = this.origin + v_forward * 100 + '0 0 64';
spot = vehicles_findgoodexit(this, spot);
setorigin(this.owner , spot);
this.owner.velocity = (v_up + v_forward * 0.25) * 750;
this.owner.oldvelocity = this.owner.velocity;
setorigin(player, spot);
player.velocity = (v_up + v_forward * 0.25) * 750;
player.oldvelocity = player.velocity;
}
else
{
if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
{
this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
this.owner.velocity_z += 200;
player.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
player.velocity_z += 200;
spot = this.origin + v_forward * 32 + '0 0 64';
spot = vehicles_findgoodexit(this, spot);
}
else
{
this.owner.velocity = this.velocity * 0.5;
this.owner.velocity_z += 10;
player.velocity = this.velocity * 0.5;
player.velocity_z += 10;
spot = this.origin - v_forward * 200 + '0 0 64';
spot = vehicles_findgoodexit(this, spot);
}
this.owner.oldvelocity = this.owner.velocity;
setorigin(this.owner , spot);
player.oldvelocity = player.velocity;
setorigin(player, spot);
}
antilag_clear(this.owner, CS(this.owner));
this.owner = NULL;
antilag_clear(player, CS(player));
}
bool raptor_frame(entity this, float dt)
......@@ -463,6 +465,8 @@ bool raptor_takeoff(entity this, float dt)
else
this.PlayerPhysplug = raptor_frame;
this.vehicle_weapon2mode = vehic.vehicle_weapon2mode;
if(vehic.vehicle_flags & VHF_SHIELDREGEN)
vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true);
......
......@@ -318,11 +318,12 @@ bool spiderbot_frame(entity this, float dt)
void spiderbot_exit(entity this, int eject)
{
vector spot;
entity player = this.owner;
this.owner = NULL;
IL_EACH(g_projectiles, it.owner == this.owner && it.classname == "spiderbot_rocket",
IL_EACH(g_projectiles, it.owner == player && it.classname == "spiderbot_rocket",
{
it.realowner = this.owner;
it.realowner = player;
it.owner = NULL;
});
......@@ -331,40 +332,40 @@ void spiderbot_exit(entity this, int eject)
this.frame = 5;
set_movetype(this, MOVETYPE_WALK);
if(!this.owner)
if(!player)
return;
makevectors(this.angles);
vector spot;
if(eject)
{
spot = this.origin + v_forward * 100 + '0 0 64';
spot = vehicles_findgoodexit(this, spot);
setorigin(this.owner , spot);
this.owner.velocity = (v_up + v_forward * 0.25) * 750;
this.owner.oldvelocity = this.owner.velocity;
setorigin(player, spot);
player.velocity = (v_up + v_forward * 0.25) * 750;
player.oldvelocity = player.velocity;
}
else
{
if(vdist(this.velocity, >, autocvar_g_vehicle_spiderbot_speed_strafe))
{
this.owner.velocity = normalize(this.velocity) * vlen(this.velocity);
this.owner.velocity_z += 200;
player.velocity = normalize(this.velocity) * vlen(this.velocity);
player.velocity_z += 200;
spot = this.origin + v_forward * 128 + '0 0 64';
spot = vehicles_findgoodexit(this, spot);
}
else
{
this.owner.velocity = this.velocity * 0.5;
this.owner.velocity_z += 10;
player.velocity = this.velocity * 0.5;
player.velocity_z += 10;
spot = this.origin + v_forward * 256 + '0 0 64';
spot = vehicles_findgoodexit(this, spot);
}
this.owner.oldvelocity = this.owner.velocity;
setorigin(this.owner , spot);
player.oldvelocity = player.velocity;
setorigin(player, spot);
}
antilag_clear(this.owner, CS(this.owner));
this.owner = NULL;
antilag_clear(player, CS(player));
}
void spiderbot_headfade(entity this)
......@@ -397,11 +398,7 @@ void spiderbot_blowup(entity this)
return;
}
entity h, g1, g2, b;
b = spawn();
h = spawn();
g1 = spawn();
g2 = spawn();
entity h = spawn(), g1 = spawn(), g2 = spawn(), b = spawn();
setmodel(b, MDL_VEH_SPIDERBOT_BODY);
setmodel(h, MDL_VEH_SPIDERBOT_TOP);
......
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