UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0);
*/
- setself(vehic);
-
Weapon wep1 = WEP_RAPTOR;
if(!forbidWeaponUse(this))
if(PHYS_INPUT_BUTTON_ATCK(this))
if (wep1.wr_checkammo1(wep1, vehic))
{
.entity weaponentity = weaponentities[0];
- wep1.wr_think(wep1, vehic, weaponentity, 1);
+ WITHSELF(vehic, wep1.wr_think(wep1, vehic, weaponentity, 1));
}
if(vehic.vehicle_flags & VHF_SHIELDREGEN)
if(PHYS_INPUT_BUTTON_ATCK2(this))
{
.entity weaponentity = weaponentities[1];
- wep2a.wr_think(wep2a, vehic, weaponentity, 2);
+ WITHSELF(vehic, wep2a.wr_think(wep2a, vehic, weaponentity, 2));
vehic.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
vehic.lip = time;
}
if(PHYS_INPUT_BUTTON_ATCK2(this))
{
.entity weaponentity = weaponentities[1];
- wep2b.wr_think(wep2b, vehic, weaponentity, 2);
+ WITHSELF(vehic, wep2b.wr_think(wep2b, vehic, weaponentity, 2));
vehic.delay = time + autocvar_g_vehicle_raptor_flare_refire;
vehic.lip = time;
}
}
- setself(this);
-
vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;