if(self.vehicle)
if(self.vehicle.deadflag == DEAD_NO)
- if(self.vehicle.vehicles_impusle)
- if(self.vehicle.vehicles_impusle(imp))
+ if(self.vehicle.vehicles_impulse)
+ if(self.vehicle.vehicles_impulse(imp))
return;
if(CheatImpulse(imp))
// trigger new round
// reset objectives, toggle spawnpoints, reset triggers, ...
-void vehicles_clearrturn();
+void vehicles_clearreturn();
void vehicles_spawn();
void assault_new_round()
{
self = findchainflags(vehicle_flags, VHF_ISVEHICLE);
while(self)
{
- vehicles_clearrturn();
+ vehicles_clearreturn();
vehicles_spawn();
self = self.chain;
}
void bumb_impact()
{
- if(autocvar_g_vehicle_bumblebee_bouncepain_x)
- vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x,
- autocvar_g_vehicle_bumblebee_bouncepain_y,
- autocvar_g_vehicle_bumblebee_bouncepain_z);
+ if(autocvar_g_vehicle_bumblebee_bouncepain_x)
+ vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
}
void bumb_spawn(float _f)
void racer_impact()
{
- if(autocvar_g_vehicle_racer_bouncepain_x)
- vehilces_impact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
+ if(autocvar_g_vehicle_racer_bouncepain_x)
+ vehicles_impact(autocvar_g_vehicle_racer_bouncepain_x, autocvar_g_vehicle_racer_bouncepain_y, autocvar_g_vehicle_racer_bouncepain_z);
}
void racer_blowup()
void raptor_impact()
{
- if(autocvar_g_vehicle_raptor_bouncepain_x)
- vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
+ if(autocvar_g_vehicle_raptor_bouncepain_x)
+ vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
}
// If we dont do this ever now and then, the raptors rotors
//FIXME: Camera is in a bad place in HUD model.
//setorigin(self.vehicle_viewport, '25 0 5');
- self.vehicles_impusle = raptor_impulse;
+ self.vehicles_impulse = raptor_impulse;
self.frame = 0;
void spider_impact()
{
- if(autocvar_g_vehicle_spiderbot_bouncepain_x)
- vehilces_impact(autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z);
+ if(autocvar_g_vehicle_spiderbot_bouncepain_x)
+ vehicles_impact(autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z);
}
void spiderbot_headfade()
{
if(!self.gun1)
{
- self.vehicles_impusle = spiderbot_impulse;
+ self.vehicles_impulse = spiderbot_impulse;
self.gun1 = spawn();
self.gun2 = spawn();
setmodel(self.gun1, "models/vehicles/spiderbot_barrels.dpm");
void vehicles_enter();
void vehicles_touch();
void vehicles_reset_colors();
-void vehicles_clearrturn();
+void vehicles_clearreturn();
void vehicles_setreturn();
return FALSE;
}
-void vehilces_impact(float _minspeed, float _speedfac, float _maxpain)
+void vehicles_impact(float _minspeed, float _speedfac, float _maxpain)
{
if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
return;
}
}
- vehicles_clearrturn();
+ vehicles_clearreturn();
CSQCVehicleSetup(self.owner, self.hud);
}
}
-void vehicles_clearrturn()
+void vehicles_clearreturn()
{
entity ret;
// Remove "return helper", if any.
{
entity ret;
- vehicles_clearrturn();
+ vehicles_clearreturn();
ret = spawn();
ret.classname = "vehicle_return";
setmodel(ret, "null");
setorigin(ret, self.pos1 + '0 0 96');
-
}
void vehicles_reset_colors()
#define VHSF_NORMAL 0
#define VHSF_FACTORY 2
.void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-.float(float _imp) vehicles_impusle;
+.float(float _imp) vehicles_impulse;
.float vehicle_weapon2mode = volly_counter;
-//ยง .void() vehicle_factory()
-
#ifdef VEHICLES_USE_ODE
void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object
void(entity e, vector force, vector force_pos) physics_addforce = #541; // apply a force from certain origin, length of force vector is power of force