racer.angles_x *= -1;
#endif
+ ftmp = racer.velocity_z;
df = racer.velocity * -autocvar_g_vehicle_racer_friction;
-
+ racer.velocity_z = ftmp;
+
if(player.movement_x != 0)
{
if(player.movement_x > 0)
// FIXME: this be hakkz, fix the models insted (scale body, add tag_viewport to the hudmodel).
self.scale = 0.5;
- //setattachment(self.vehicle_hudmodel, self, "");
- //setattachment(self.vehicle_viewport, self, "tag_viewport");
+ setattachment(self.vehicle_hudmodel, self, "");
+ setattachment(self.vehicle_viewport, self, "tag_viewport");
self.mass = 900;
}
else
player.PlayerPhysplug = raptor_frame;
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
self = player;
return 1;
}
self.delay = time;
}
+// 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.nextthink = time + 15;
+}
+
void raptor_dinit()
{
entity spinner;
spinner.movetype = MOVETYPE_NOCLIP;
spinner.avelocity = '0 -90 0';
self.bomb1.gun2 = spinner;
-
+
+ // Sigh.
+ self.bomb1.think = raptor_rotor_anglefix;
+ self.bomb1.nextthink = time;
+
self.mass = 1 ;
}
// De-own & reset
self.vehicle_hudmodel.viewmodelforclient = self;
+
self.owner = world;
self.touch = vehicles_touch;
self.event_damage = vehicles_damage;
self.owner = other;
self.switchweapon = other.switchweapon;
+
+ // .viewmodelforclient works better.
+ //self.vehicle_hudmodel.drawonlytoclient = self.owner;
- self.vehicle_hudmodel.viewmodelforclient = self.owner;
+ self.vehicle_hudmodel.viewmodelforclient = self.owner;
+
self.event_damage = vehicles_damage;
self.nextthink = 0;
self.owner.angles = self.angles;
self.avelocity = '0 0 0';
self.vehicle_hudmodel.viewmodelforclient = self;
- self.tur_head.nodrawtoclient = self;
+ self.tur_head.nodrawtoclient = world;
vehicles_setreturn();
self.phase = time + 1;
self.iscreature = TRUE;
self.hud = vhud;
- self.customizeentityforclient = vehicles_customizeentityforclient;
+ //self.customizeentityforclient = vehicles_customizeentityforclient;
self.vehicle_die = dieproc;
self.vehicle_exit = exitfunc;
self.vehicle_enter = enterproc;
tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
setorigin(self, trace_endpos);
}
-
+
+ //self.vehicle_hudmodel.effects = EF_NODEPTHTEST;
self.pos1 = self.origin;
self.pos2 = self.angles;