self.wait = ftmp;
}
*/
-
if(raptor.deadflag != DEAD_NO)
{
}
crosshair_trace(player);
-
vector vang;
vang = raptor.angles;
df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
ad = vf + raptor.lock_target.velocity * impact_time;
}
trace_endpos = ad;
- //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
}
if(self.lock_target)
// Gun1
df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
- ad = df;
- vf = v_forward;
+ //ad = df;
+ //vf = v_forward;
df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
df = shortangle_vxy(df, raptor.gun1.angles);
// Gun2
df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
- ad += df;
- vf += v_forward;
+ //ad += df;
+ //vf += v_forward;
df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
df = shortangle_vxy(df, raptor.gun2.angles);