7 REGISTER_VEHICLE_SIMPLE(
9 /* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL,
10 /* mins,maxs */ '-80 -80 0', '80 80 70',
11 /* model */ "models/vehicles/raptor.dpm",
13 /* hud_model */ "models/vehicles/raptor_cockpit.dpm",
14 /* tags */ "", "tag_hud", "tag_camera",
15 /* netname */ "raptor",
16 /* fullname */ _("Raptor")
18 this.m_icon = "vehicle_raptor";
20 this.vehicle_func = v_raptor;
28 bool autocvar_g_vehicle_raptor;
30 float autocvar_g_vehicle_raptor_respawntime;
31 float autocvar_g_vehicle_raptor_takeofftime;
33 float autocvar_g_vehicle_raptor_movestyle;
34 float autocvar_g_vehicle_raptor_turnspeed;
35 float autocvar_g_vehicle_raptor_pitchspeed;
36 float autocvar_g_vehicle_raptor_pitchlimit;
38 float autocvar_g_vehicle_raptor_speed_forward;
39 float autocvar_g_vehicle_raptor_speed_strafe;
40 float autocvar_g_vehicle_raptor_speed_up;
41 float autocvar_g_vehicle_raptor_speed_down;
42 float autocvar_g_vehicle_raptor_friction;
44 float autocvar_g_vehicle_raptor_bomblets;
45 float autocvar_g_vehicle_raptor_bomblet_alt;
46 float autocvar_g_vehicle_raptor_bomblet_time;
47 float autocvar_g_vehicle_raptor_bomblet_damage;
48 float autocvar_g_vehicle_raptor_bomblet_spread;
49 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
50 float autocvar_g_vehicle_raptor_bomblet_radius;
51 float autocvar_g_vehicle_raptor_bomblet_force;
52 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
53 float autocvar_g_vehicle_raptor_bombs_refire;
55 float autocvar_g_vehicle_raptor_flare_refire;
56 float autocvar_g_vehicle_raptor_flare_lifetime;
57 float autocvar_g_vehicle_raptor_flare_chase;
58 float autocvar_g_vehicle_raptor_flare_range;
60 float autocvar_g_vehicle_raptor_cannon_turnspeed;
61 float autocvar_g_vehicle_raptor_cannon_turnlimit;
62 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
63 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
65 float autocvar_g_vehicle_raptor_cannon_locktarget;
66 float autocvar_g_vehicle_raptor_cannon_locking_time;
67 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
68 float autocvar_g_vehicle_raptor_cannon_locked_time;
69 float autocvar_g_vehicle_raptor_cannon_predicttarget;
71 float autocvar_g_vehicle_raptor_cannon_cost;
72 float autocvar_g_vehicle_raptor_cannon_damage;
73 float autocvar_g_vehicle_raptor_cannon_radius;
74 float autocvar_g_vehicle_raptor_cannon_refire;
75 float autocvar_g_vehicle_raptor_cannon_speed;
76 float autocvar_g_vehicle_raptor_cannon_spread;
77 float autocvar_g_vehicle_raptor_cannon_force;
79 float autocvar_g_vehicle_raptor_energy;
80 float autocvar_g_vehicle_raptor_energy_regen;
81 float autocvar_g_vehicle_raptor_energy_regen_pause;
83 float autocvar_g_vehicle_raptor_health;
84 float autocvar_g_vehicle_raptor_health_regen;
85 float autocvar_g_vehicle_raptor_health_regen_pause;
87 float autocvar_g_vehicle_raptor_shield;
88 float autocvar_g_vehicle_raptor_shield_regen;
89 float autocvar_g_vehicle_raptor_shield_regen_pause;
91 float autocvar_g_vehicle_raptor_bouncefactor;
92 float autocvar_g_vehicle_raptor_bouncestop;
93 vector autocvar_g_vehicle_raptor_bouncepain;
98 float raptor_altitude(float amax)
100 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
101 return vlen(self.origin - trace_endpos);
104 void raptor_bomblet_boom()
106 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
107 autocvar_g_vehicle_raptor_bomblet_edgedamage,
108 autocvar_g_vehicle_raptor_bomblet_radius, world, world,
109 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
113 void raptor_bomblet_touch()
115 if(other == self.owner)
119 self.think = raptor_bomblet_boom;
120 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
123 void raptor_bomb_burst()
126 if(autocvar_g_vehicle_raptor_bomblet_alt)
128 self.nextthink = time;
129 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
130 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
132 UpdateCSQCProjectile(self);
140 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
142 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
145 setorigin(bomblet, self.origin);
147 bomblet.movetype = MOVETYPE_TOSS;
148 bomblet.touch = raptor_bomblet_touch;
149 bomblet.think = raptor_bomblet_boom;
150 bomblet.nextthink = time + 5;
151 bomblet.owner = self.owner;
152 bomblet.realowner = self.realowner;
153 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
155 PROJECTILE_MAKETRIGGER(bomblet);
156 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
162 void raptor_bombdrop()
164 entity bomb_1, bomb_2;
169 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
170 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
172 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
173 bomb_1.velocity = bomb_2.velocity = self.velocity;
174 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
175 bomb_1.think = bomb_2.think = raptor_bomb_burst;
176 bomb_1.cnt = bomb_2.cnt = time + 10;
178 if(autocvar_g_vehicle_raptor_bomblet_alt)
179 bomb_1.nextthink = bomb_2.nextthink = time;
181 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
183 bomb_1.owner = bomb_2.owner = self;
184 bomb_1.realowner = bomb_2.realowner = self.owner;
185 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
186 bomb_1.gravity = bomb_2.gravity = 1;
188 PROJECTILE_MAKETRIGGER(bomb_1);
189 PROJECTILE_MAKETRIGGER(bomb_2);
191 CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
192 CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
196 void raptor_fire_cannon(entity gun, string tagname)
198 vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, W_Sound("lasergun_fire"),
199 gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
200 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
201 DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
208 hgt = raptor_altitude(512);
209 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
210 self.angles_x *= 0.95;
211 self.angles_z *= 0.95;
215 self.frame = (hgt / 128) * 25;
217 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
218 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
222 self.movetype = MOVETYPE_TOSS;
223 self.think = vehicles_think;
227 self.nextthink = time;
229 CSQCMODEL_AUTOUPDATE();
232 void raptor_exit(float eject)
235 self.tur_head.exteriormodeltoclient = world;
237 if(self.deadflag == DEAD_NO)
239 self.think = raptor_land;
240 self.nextthink = time;
246 makevectors(self.angles);
249 spot = self.origin + v_forward * 100 + '0 0 64';
250 spot = vehicles_findgoodexit(spot);
251 setorigin(self.owner , spot);
252 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
253 self.owner.oldvelocity = self.owner.velocity;
257 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
259 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
260 self.owner.velocity_z += 200;
261 spot = self.origin + v_forward * 32 + '0 0 64';
262 spot = vehicles_findgoodexit(spot);
266 self.owner.velocity = self.velocity * 0.5;
267 self.owner.velocity_z += 10;
268 spot = self.origin - v_forward * 200 + '0 0 64';
269 spot = vehicles_findgoodexit(spot);
271 self.owner.oldvelocity = self.owner.velocity;
272 setorigin(self.owner , spot);
275 antilag_clear(self.owner);
279 void raptor_flare_touch()
284 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
286 self.health -= damage;
291 void raptor_flare_think()
293 self.nextthink = time + 0.1;
294 entity _missile = findchainentity(enemy, self.owner);
297 if(_missile.flags & FL_PROJECTILE)
298 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
299 if(random() > autocvar_g_vehicle_raptor_flare_chase)
300 _missile.enemy = self;
301 _missile = _missile.chain;
304 if(self.tur_impacttime < time)
310 entity player, raptor;
314 if(intermission_running)
316 self.vehicle.velocity = '0 0 0';
317 self.vehicle.avelocity = '0 0 0';
322 raptor = self.vehicle;
325 vehicles_painframe();
327 ftmp = vlen(self.velocity);
328 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
331 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
334 if(self.sound_nexttime < time)
336 self.sound_nexttime = time + 7.955812;
337 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTEN_NORM );
338 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
342 else if(fabs(ftmp - self.wait) > 0.2)
344 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTEN_NORM );
345 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
350 if(raptor.deadflag != DEAD_NO)
353 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
356 crosshair_trace(player);
358 //if(time - self.lastteleporttime < 1)
360 if(raptor.angles_z > 50 || raptor.angles_z < -50)
362 if(player.BUTTON_JUMP)
364 player.BUTTON_CROUCH = true;
365 player.BUTTON_JUMP = false;
371 vang = raptor.angles;
372 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
375 if(df_x > 180) df_x -= 360;
376 if(df_x < -180) df_x += 360;
377 if(df_y > 180) df_y -= 360;
378 if(df_y < -180) df_y += 360;
380 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
381 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
382 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
386 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
387 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
389 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
390 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
391 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
393 raptor.angles_x = anglemods(raptor.angles_x);
394 raptor.angles_y = anglemods(raptor.angles_y);
395 raptor.angles_z = anglemods(raptor.angles_z);
397 if(autocvar_g_vehicle_raptor_movestyle == 1)
398 makevectors('0 1 0' * raptor.angles_y);
400 makevectors(player.v_angle);
402 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
404 if(player.movement_x != 0)
406 if(player.movement_x > 0)
407 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
408 else if(player.movement_x < 0)
409 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
412 if(player.movement_y != 0)
414 if(player.movement_y < 0)
415 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
416 else if(player.movement_y > 0)
417 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
419 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
423 raptor.angles_z *= 0.95;
424 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
428 if(player.BUTTON_CROUCH)
429 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
430 else if (player.BUTTON_JUMP)
431 df += v_up * autocvar_g_vehicle_raptor_speed_up;
433 raptor.velocity += df * frametime;
434 player.velocity = player.movement = raptor.velocity;
435 setorigin(player, raptor.origin + '0 0 32');
437 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
440 // Target lock & predict
441 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
443 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
444 raptor.gun1.enemy = world;
447 if(trace_ent.movetype)
448 if(trace_ent.takedamage)
449 if(!trace_ent.deadflag)
453 if(trace_ent.team != player.team)
455 raptor.gun1.enemy = trace_ent;
456 raptor.gun1.lock_time = time + 5;
461 raptor.gun1.enemy = trace_ent;
462 raptor.gun1.lock_time = time + 0.5;
466 if(raptor.gun1.enemy)
468 float distance, impact_time;
470 vf = real_origin(raptor.gun1.enemy);
471 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
472 vector _vel = raptor.gun1.enemy.velocity;
473 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
476 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
479 distance = vlen(ad - player.origin);
480 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
481 ad = vf + _vel * impact_time;
488 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
491 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
492 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
493 autocvar_g_vehicle_raptor_cannon_locked_time);
495 if(self.lock_target != world)
496 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
497 if(self.lock_strength == 1)
499 float i, distance, impact_time;
501 vf = real_origin(raptor.lock_target);
503 for(i = 0; i < 4; ++i)
505 distance = vlen(ad - raptor.origin);
506 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
507 ad = vf + raptor.lock_target.velocity * impact_time;
514 if(raptor.lock_strength == 1)
515 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
516 else if(self.lock_strength > 0.5)
517 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
518 else if(self.lock_strength < 0.5)
519 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
524 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
525 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
526 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
528 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
529 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
530 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
534 v_forward = vf * 0.5;
535 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
536 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
539 if(!forbidWeaponUse(player))
540 if(player.BUTTON_ATCK)
541 if(raptor.attack_finished_single <= time)
542 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
544 raptor.misc_bulletcounter += 1;
545 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
546 if(raptor.misc_bulletcounter <= 2)
547 raptor_fire_cannon(self.gun1, "fire1");
548 else if(raptor.misc_bulletcounter == 3)
549 raptor_fire_cannon(self.gun2, "fire1");
552 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
553 raptor_fire_cannon(self.gun2, "fire1");
554 raptor.misc_bulletcounter = 0;
556 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
560 if(self.vehicle_flags & VHF_SHIELDREGEN)
561 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
563 if(self.vehicle_flags & VHF_HEALTHREGEN)
564 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
566 if(self.vehicle_flags & VHF_ENERGYREGEN)
567 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
569 if(!forbidWeaponUse(player))
570 if(raptor.vehicle_weapon2mode == RSM_BOMB)
572 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
573 if(player.BUTTON_ATCK2)
576 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
582 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
583 if(player.BUTTON_ATCK2)
588 for(i = 0; i < 3; ++i)
591 setmodel(_flare, "models/runematch/rune.mdl");
592 _flare.effects = EF_LOWPRECISION | EF_FLAME;
594 setorigin(_flare, self.origin - '0 0 16');
595 _flare.movetype = MOVETYPE_TOSS;
596 _flare.gravity = 0.15;
597 _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
598 _flare.think = raptor_flare_think;
599 _flare.nextthink = time;
600 _flare.owner = raptor;
601 _flare.solid = SOLID_CORPSE;
602 _flare.takedamage = DAMAGE_YES;
603 _flare.event_damage = raptor_flare_damage;
605 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
606 _flare.touch = raptor_flare_touch;
608 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
613 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
614 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
615 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
617 if(self.bomb1.cnt < time)
619 entity _missile = findchainentity(enemy, raptor);
620 float _incomming = 0;
623 if(_missile.flags & FL_PROJECTILE)
624 if(MISSILE_IS_TRACKING(_missile))
625 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
628 _missile = _missile.chain;
632 sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
634 self.bomb1.cnt = time + 1;
638 VEHICLE_UPDATE_PLAYER(player, health, raptor);
639 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
640 if(self.vehicle_flags & VHF_HASSHIELD)
641 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
643 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
649 float raptor_takeoff()
651 entity player, raptor;
654 raptor = self.vehicle;
657 self.nextthink = time;
658 CSQCMODEL_AUTOUPDATE();
659 self.nextthink = 0; // will this work?
661 if(self.sound_nexttime < time)
663 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
664 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
668 if(raptor.frame < 25)
670 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
671 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
672 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
673 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
674 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
676 setorigin(player, raptor.origin + '0 0 32');
679 player.PlayerPhysplug = raptor_frame;
681 if(self.vehicle_flags & VHF_SHIELDREGEN)
682 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
684 if(self.vehicle_flags & VHF_HEALTHREGEN)
685 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
687 if(self.vehicle_flags & VHF_ENERGYREGEN)
688 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
691 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
692 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
693 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
695 VEHICLE_UPDATE_PLAYER(player, health, raptor);
696 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
697 if(self.vehicle_flags & VHF_HASSHIELD)
698 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
700 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
707 self.deadflag = DEAD_DEAD;
708 self.vehicle_exit(VHEF_NORMAL);
709 RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
712 self.movetype = MOVETYPE_NONE;
713 self.effects = EF_NODRAW;
714 self.colormod = '0 0 0';
715 self.avelocity = '0 0 0';
716 self.velocity = '0 0 0';
718 setorigin(self, self.pos1);
719 self.touch = func_null;
723 void raptor_diethink()
725 if(time >= self.wait)
726 self.think = raptor_blowup;
730 sound (self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
731 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
733 self.nextthink = time;
735 CSQCMODEL_AUTOUPDATE();
738 // If we dont do this ever now and then, the raptors rotors
739 // stop working, presumably due to angle overflow. cute.
740 void raptor_rotor_anglefix()
742 self.gun1.angles_y = anglemods(self.gun1.angles_y);
743 self.gun2.angles_y = anglemods(self.gun2.angles_y);
744 self.nextthink = time + 15;
747 float raptor_impulse(float _imp)
753 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
754 CSQCVehicleSetup(self, 0);
758 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
759 CSQCVehicleSetup(self, 0);
765 self.vehicle.vehicle_weapon2mode += 1;
766 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
767 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
769 CSQCVehicleSetup(self, 0);
775 self.vehicle.vehicle_weapon2mode -= 1;
776 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
777 self.vehicle.vehicle_weapon2mode = RSM_LAST;
779 CSQCVehicleSetup(self, 0);
783 case 17: // toss gun, could be used to exit?
785 case 20: // Manual minigun reload?
792 void spawnfunc_vehicle_raptor()
794 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
795 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
798 float v_raptor(float req)
804 if(autocvar_g_vehicle_raptor_bouncepain)
805 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
811 self.vehicle_weapon2mode = RSM_BOMB;
812 self.owner.PlayerPhysplug = raptor_takeoff;
813 self.movetype = MOVETYPE_BOUNCEMISSILE;
814 self.solid = SOLID_SLIDEBOX;
815 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
816 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
817 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
818 self.tur_head.exteriormodeltoclient = self.owner;
820 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
823 if(self.owner.flagcarried)
824 setorigin(self.owner.flagcarried, '-20 0 96');
826 CSQCVehicleSetup(self.owner, 0);
836 self.event_damage = func_null;
837 self.solid = SOLID_CORPSE;
838 self.takedamage = DAMAGE_NO;
839 self.deadflag = DEAD_DYING;
840 self.movetype = MOVETYPE_BOUNCE;
841 self.think = raptor_diethink;
842 self.nextthink = time;
843 self.wait = time + 5 + (random() * 5);
845 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
847 self.velocity_z += 600;
849 self.avelocity = '0 0.5 1' * (random() * 400);
850 self.avelocity -= '0 0.5 1' * (random() * 400);
852 self.colormod = '-0.5 -0.5 -0.5';
853 self.touch = raptor_blowup;
863 //FIXME: Camera is in a bad place in HUD model.
864 //setorigin(self.vehicle_viewport, '25 0 5');
866 self.vehicles_impulse = raptor_impulse;
870 self.bomb1 = spawn();
871 self.bomb2 = spawn();
875 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
876 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
877 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
878 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
879 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
881 setattachment(self.bomb1, self, "bombmount_left");
882 setattachment(self.bomb2, self, "bombmount_right");
883 setattachment(self.tur_head, self,"root");
885 // FIXMODEL Guns mounts to angled bones
886 self.bomb1.angles = self.angles;
887 self.angles = '0 0 0';
888 // This messes up gun-aim, so work arround it.
889 //setattachment(self.gun1, self, "gunmount_left");
890 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
892 setattachment(self.gun1, self, "");
893 setorigin(self.gun1, ofs);
895 //setattachment(self.gun2, self, "gunmount_right");
896 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
898 setattachment(self.gun2, self, "");
899 setorigin(self.gun2, ofs);
901 self.angles = self.bomb1.angles;
902 self.bomb1.angles = '0 0 0';
905 spinner.owner = self;
906 setmodel(spinner,"models/vehicles/spinner.dpm");
907 setattachment(spinner, self, "engine_left");
908 spinner.movetype = MOVETYPE_NOCLIP;
909 spinner.avelocity = '0 90 0';
910 self.bomb1.gun1 = spinner;
913 spinner.owner = self;
914 setmodel(spinner,"models/vehicles/spinner.dpm");
915 setattachment(spinner, self, "engine_right");
916 spinner.movetype = MOVETYPE_NOCLIP;
917 spinner.avelocity = '0 -90 0';
918 self.bomb1.gun2 = spinner;
921 self.bomb1.think = raptor_rotor_anglefix;
922 self.bomb1.nextthink = time;
928 self.vehicle_health = autocvar_g_vehicle_raptor_health;
929 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
930 self.movetype = MOVETYPE_TOSS;
931 self.solid = SOLID_SLIDEBOX;
932 self.vehicle_energy = 1;
934 self.PlayerPhysplug = raptor_frame;
936 self.bomb1.gun1.avelocity_y = 90;
937 self.bomb1.gun2.avelocity_y = -90;
941 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
942 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
943 self.damageforcescale = 0.25;
944 self.vehicle_health = autocvar_g_vehicle_raptor_health;
945 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
950 if(autocvar_g_vehicle_raptor_shield)
951 self.vehicle_flags |= VHF_HASSHIELD;
953 if(autocvar_g_vehicle_raptor_shield_regen)
954 self.vehicle_flags |= VHF_SHIELDREGEN;
956 if(autocvar_g_vehicle_raptor_health_regen)
957 self.vehicle_flags |= VHF_HEALTHREGEN;
959 if(autocvar_g_vehicle_raptor_energy_regen)
960 self.vehicle_flags |= VHF_ENERGYREGEN;
962 self.vehicle_exit = raptor_exit;
963 self.respawntime = autocvar_g_vehicle_raptor_respawntime;
964 self.vehicle_health = autocvar_g_vehicle_raptor_health;
965 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
966 self.max_health = self.vehicle_health;
972 precache_model ("models/vehicles/raptor.dpm");
973 precache_model ("models/vehicles/raptor_gun.dpm");
974 precache_model ("models/vehicles/spinner.dpm");
975 precache_model ("models/vehicles/raptor_cockpit.dpm");
976 precache_model ("models/vehicles/clusterbomb_folded.md3");
977 precache_model ("models/vehicles/raptor_body.dpm");
979 precache_sound ("vehicles/raptor_fly.wav");
980 precache_sound ("vehicles/raptor_speed.wav");
981 precache_sound ("vehicles/missile_alarm.wav");
993 void RaptorCBShellfragDraw()
998 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
999 self.move_avelocity += randomvec() * 15;
1000 self.renderflags = 0;
1003 self.alpha = bound(0, self.nextthink - time, 1);
1005 if(self.alpha < ALPHA_MIN_VISIBLE)
1009 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
1014 setmodel(sfrag, "models/vehicles/clusterbomb_fragment.md3");
1015 setorigin(sfrag, _org);
1017 sfrag.move_movetype = MOVETYPE_BOUNCE;
1018 sfrag.gravity = 0.15;
1019 sfrag.solid = SOLID_CORPSE;
1021 sfrag.draw = RaptorCBShellfragDraw;
1023 sfrag.move_origin = sfrag.origin = _org;
1024 sfrag.move_velocity = _vel;
1025 sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
1026 sfrag.angles = self.move_angles = _ang;
1028 sfrag.move_time = time;
1029 sfrag.damageforcescale = 4;
1031 sfrag.nextthink = time + 3;
1032 sfrag.cnt = time + 2;
1034 sfrag.drawmask = MASK_NORMAL;
1037 float v_raptor(float req)
1047 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
1048 case RSM_BOMB: crosshair = vCROSS_BURST; break;
1049 default: crosshair = vCROSS_BURST;
1052 Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
1053 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1054 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
1060 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
1073 #endif // REGISTER_VEHICLE