5 #include "raptor_weapons.qc"
8 /* spawnflags */ ATTRIB(Raptor, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL);
9 /* mins */ ATTRIB(Raptor, mins, vector, '-80 -80 0');
10 /* maxs */ ATTRIB(Raptor, maxs, vector, '80 80 70');
11 /* view offset*/ ATTRIB(Raptor, view_ofs, vector, '0 0 160');
12 /* view dist */ ATTRIB(Raptor, height, float, 200);
13 /* model */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm");
14 /* model */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm");
15 /* head_model */ ATTRIB(Raptor, head_model, string, "");
16 /* hud_model */ ATTRIB(Raptor, hud_model, string, "models/vehicles/raptor_cockpit.dpm");
17 /* tags */ ATTRIB(Raptor, tag_head, string, "");
18 /* tags */ ATTRIB(Raptor, tag_hud, string, "tag_hud");
19 /* tags */ ATTRIB(Raptor, tag_view, string, "tag_camera");
20 /* netname */ ATTRIB(Raptor, netname, string, "raptor");
21 /* fullname */ ATTRIB(Raptor, vehicle_name, string, _("Raptor"));
22 /* icon */ ATTRIB(Raptor, m_icon, string, "vehicle_raptor");
24 REGISTER_VEHICLE(RAPTOR, NEW(Raptor));
30 #include "raptor_weapons.qc"
34 bool autocvar_g_vehicle_raptor;
36 float autocvar_g_vehicle_raptor_respawntime;
37 float autocvar_g_vehicle_raptor_takeofftime;
39 float autocvar_g_vehicle_raptor_movestyle;
40 float autocvar_g_vehicle_raptor_turnspeed;
41 float autocvar_g_vehicle_raptor_pitchspeed;
42 float autocvar_g_vehicle_raptor_pitchlimit;
44 float autocvar_g_vehicle_raptor_speed_forward;
45 float autocvar_g_vehicle_raptor_speed_strafe;
46 float autocvar_g_vehicle_raptor_speed_up;
47 float autocvar_g_vehicle_raptor_speed_down;
48 float autocvar_g_vehicle_raptor_friction;
50 float autocvar_g_vehicle_raptor_cannon_turnspeed;
51 float autocvar_g_vehicle_raptor_cannon_turnlimit;
52 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
53 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
55 float autocvar_g_vehicle_raptor_cannon_locktarget;
56 float autocvar_g_vehicle_raptor_cannon_locking_time;
57 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
58 float autocvar_g_vehicle_raptor_cannon_locked_time;
59 float autocvar_g_vehicle_raptor_cannon_predicttarget;
61 float autocvar_g_vehicle_raptor_energy;
62 float autocvar_g_vehicle_raptor_energy_regen;
63 float autocvar_g_vehicle_raptor_energy_regen_pause;
65 float autocvar_g_vehicle_raptor_health;
66 float autocvar_g_vehicle_raptor_health_regen;
67 float autocvar_g_vehicle_raptor_health_regen_pause;
69 float autocvar_g_vehicle_raptor_shield;
70 float autocvar_g_vehicle_raptor_shield_regen;
71 float autocvar_g_vehicle_raptor_shield_regen_pause;
73 float autocvar_g_vehicle_raptor_bouncefactor;
74 float autocvar_g_vehicle_raptor_bouncestop;
75 vector autocvar_g_vehicle_raptor_bouncepain;
80 float raptor_altitude(float amax)
82 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
83 return vlen(self.origin - trace_endpos);
90 hgt = raptor_altitude(512);
91 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
92 self.angles_x *= 0.95;
93 self.angles_z *= 0.95;
97 self.frame = (hgt / 128) * 25;
99 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
100 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
104 self.movetype = MOVETYPE_TOSS;
105 self.think = vehicles_think;
109 self.nextthink = time;
111 CSQCMODEL_AUTOUPDATE(self);
114 void raptor_exit(float eject)
117 self.tur_head.exteriormodeltoclient = world;
121 self.think = raptor_land;
122 self.nextthink = time;
128 makevectors(self.angles);
131 spot = self.origin + v_forward * 100 + '0 0 64';
132 spot = vehicles_findgoodexit(spot);
133 setorigin(self.owner , spot);
134 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
135 self.owner.oldvelocity = self.owner.velocity;
139 if(vdist(self.velocity, >, 2 * autocvar_sv_maxairspeed))
141 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
142 self.owner.velocity_z += 200;
143 spot = self.origin + v_forward * 32 + '0 0 64';
144 spot = vehicles_findgoodexit(spot);
148 self.owner.velocity = self.velocity * 0.5;
149 self.owner.velocity_z += 10;
150 spot = self.origin - v_forward * 200 + '0 0 64';
151 spot = vehicles_findgoodexit(spot);
153 self.owner.oldvelocity = self.owner.velocity;
154 setorigin(self.owner , spot);
157 antilag_clear(self.owner);
163 entity player, raptor;
167 if(intermission_running)
169 self.vehicle.velocity = '0 0 0';
170 self.vehicle.avelocity = '0 0 0';
175 raptor = self.vehicle;
178 vehicles_frame(raptor, player);
181 ftmp = vlen(self.velocity);
182 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
185 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
188 if(self.sound_nexttime < time)
190 self.sound_nexttime = time + 7.955812;
191 //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
192 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
196 else if(fabs(ftmp - self.wait) > 0.2)
198 sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
199 sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
207 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
210 crosshair_trace(player);
212 //if(time - self.lastteleporttime < 1)
214 if(raptor.angles_z > 50 || raptor.angles_z < -50)
216 if(player.BUTTON_JUMP)
218 player.BUTTON_CROUCH = true;
219 player.BUTTON_JUMP = false;
225 vang = raptor.angles;
226 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
229 if(df_x > 180) df_x -= 360;
230 if(df_x < -180) df_x += 360;
231 if(df_y > 180) df_y -= 360;
232 if(df_y < -180) df_y += 360;
234 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
235 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
236 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
240 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
241 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
243 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
244 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
245 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
247 raptor.angles_x = anglemods(raptor.angles_x);
248 raptor.angles_y = anglemods(raptor.angles_y);
249 raptor.angles_z = anglemods(raptor.angles_z);
251 if(autocvar_g_vehicle_raptor_movestyle == 1)
252 makevectors('0 1 0' * raptor.angles_y);
254 makevectors(player.v_angle);
256 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
258 if(player.movement_x != 0)
260 if(player.movement_x > 0)
261 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
262 else if(player.movement_x < 0)
263 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
266 if(player.movement_y != 0)
268 if(player.movement_y < 0)
269 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
270 else if(player.movement_y > 0)
271 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
273 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
277 raptor.angles_z *= 0.95;
278 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
282 if(player.BUTTON_CROUCH)
283 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
284 else if (player.BUTTON_JUMP)
285 df += v_up * autocvar_g_vehicle_raptor_speed_up;
287 raptor.velocity += df * frametime;
288 player.velocity = player.movement = raptor.velocity;
289 setorigin(player, raptor.origin + '0 0 32');
291 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
294 // Target lock & predict
295 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
297 if(raptor.gun1.lock_time < time || IS_DEAD(raptor.gun1.enemy) || STAT(FROZEN, raptor.gun1.enemy))
298 raptor.gun1.enemy = world;
301 if(trace_ent.movetype)
302 if(trace_ent.takedamage)
303 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
307 if(trace_ent.team != player.team)
309 raptor.gun1.enemy = trace_ent;
310 raptor.gun1.lock_time = time + 5;
315 raptor.gun1.enemy = trace_ent;
316 raptor.gun1.lock_time = time + 0.5;
320 if(raptor.gun1.enemy)
322 float distance, impact_time;
324 vf = real_origin(raptor.gun1.enemy);
325 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
326 vector _vel = raptor.gun1.enemy.velocity;
327 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
330 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
333 distance = vlen(ad - player.origin);
334 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
335 ad = vf + _vel * impact_time;
342 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
345 vehicles_locktarget(self, (1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
346 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
347 autocvar_g_vehicle_raptor_cannon_locked_time);
349 if(self.lock_target != world)
350 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
351 if(self.lock_strength == 1)
353 float i, distance, impact_time;
355 vf = real_origin(raptor.lock_target);
357 for(i = 0; i < 4; ++i)
359 distance = vlen(ad - raptor.origin);
360 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
361 ad = vf + raptor.lock_target.velocity * impact_time;
368 if(raptor.lock_strength == 1)
369 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
370 else if(self.lock_strength > 0.5)
371 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
372 else if(self.lock_strength < 0.5)
373 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
378 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
379 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
380 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
382 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
383 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
384 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
388 v_forward = vf * 0.5;
389 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
390 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
393 Weapon wep1 = WEP_RAPTOR;
394 if(!forbidWeaponUse(player))
395 if(player.BUTTON_ATCK)
396 if (wep1.wr_checkammo1(wep1))
398 .entity weaponentity = weaponentities[0];
399 wep1.wr_think(wep1, self, weaponentity, 1);
402 if(self.vehicle_flags & VHF_SHIELDREGEN)
403 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);
405 if(self.vehicle_flags & VHF_HEALTHREGEN)
406 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);
408 if(self.vehicle_flags & VHF_ENERGYREGEN)
409 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);
411 Weapon wep2a = WEP_RAPTOR_BOMB;
412 if(!forbidWeaponUse(player))
413 if(raptor.vehicle_weapon2mode == RSM_BOMB)
415 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
416 if(player.BUTTON_ATCK2)
418 .entity weaponentity = weaponentities[1];
419 wep2a.wr_think(wep2a, self, weaponentity, 2);
420 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
426 Weapon wep2b = WEP_RAPTOR_FLARE;
427 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
428 if(player.BUTTON_ATCK2)
430 .entity weaponentity = weaponentities[1];
431 wep2b.wr_think(wep2b, self, weaponentity, 2);
432 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
437 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
438 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
439 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
441 if(self.bomb1.cnt < time)
443 entity _missile = findchainentity(enemy, raptor);
444 float _incomming = 0;
447 if(_missile.flags & FL_PROJECTILE)
448 if(MISSILE_IS_TRACKING(_missile))
449 if(vdist(self.origin - _missile.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
452 _missile = _missile.chain;
456 sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
458 self.bomb1.cnt = time + 1;
462 VEHICLE_UPDATE_PLAYER(player, health, raptor);
463 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
464 if(self.vehicle_flags & VHF_HASSHIELD)
465 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
467 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
473 float raptor_takeoff()
475 entity player, raptor;
478 raptor = self.vehicle;
481 self.nextthink = time;
482 CSQCMODEL_AUTOUPDATE(self);
483 self.nextthink = 0; // will this work?
485 if(self.sound_nexttime < time)
487 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
488 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
492 if(raptor.frame < 25)
494 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
495 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
496 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
497 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
498 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
500 setorigin(player, raptor.origin + '0 0 32');
503 player.PlayerPhysplug = raptor_frame;
505 if(self.vehicle_flags & VHF_SHIELDREGEN)
506 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);
508 if(self.vehicle_flags & VHF_HEALTHREGEN)
509 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);
511 if(self.vehicle_flags & VHF_ENERGYREGEN)
512 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);
515 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
516 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
517 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
519 VEHICLE_UPDATE_PLAYER(player, health, raptor);
520 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
521 if(self.vehicle_flags & VHF_HASSHIELD)
522 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
524 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
531 self.deadflag = DEAD_DEAD;
532 self.vehicle_exit(VHEF_NORMAL);
533 RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
536 self.movetype = MOVETYPE_NONE;
537 self.effects = EF_NODRAW;
538 self.colormod = '0 0 0';
539 self.avelocity = '0 0 0';
540 self.velocity = '0 0 0';
542 setorigin(self, self.pos1);
543 self.touch = func_null;
547 void raptor_diethink()
549 if(time >= self.wait)
550 self.think = raptor_blowup;
554 sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
555 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
557 self.nextthink = time;
559 CSQCMODEL_AUTOUPDATE(self);
562 // If we dont do this ever now and then, the raptors rotors
563 // stop working, presumably due to angle overflow. cute.
564 void raptor_rotor_anglefix()
566 self.gun1.angles_y = anglemods(self.gun1.angles_y);
567 self.gun2.angles_y = anglemods(self.gun2.angles_y);
568 self.nextthink = time + 15;
571 float raptor_impulse(float _imp)
575 case IMP_weapon_group_1.impulse:
576 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
577 CSQCVehicleSetup(self, 0);
579 case IMP_weapon_group_2.impulse:
580 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
581 CSQCVehicleSetup(self, 0);
584 case IMP_weapon_next_byid.impulse:
585 case IMP_weapon_next_bypriority.impulse:
586 case IMP_weapon_next_bygroup.impulse:
587 self.vehicle.vehicle_weapon2mode += 1;
588 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
589 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
591 CSQCVehicleSetup(self, 0);
593 case IMP_weapon_last.impulse:
594 case IMP_weapon_prev_byid.impulse:
595 case IMP_weapon_prev_bypriority.impulse:
596 case IMP_weapon_prev_bygroup.impulse:
597 self.vehicle.vehicle_weapon2mode -= 1;
598 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
599 self.vehicle.vehicle_weapon2mode = RSM_LAST;
601 CSQCVehicleSetup(self, 0);
605 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
607 case IMP_weapon_reload.impulse: // Manual minigun reload?
614 spawnfunc(vehicle_raptor)
616 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
617 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
620 METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
622 if(autocvar_g_vehicle_raptor_bouncepain)
623 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
625 METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
627 self.vehicle_weapon2mode = RSM_BOMB;
628 self.owner.PlayerPhysplug = raptor_takeoff;
629 self.movetype = MOVETYPE_BOUNCEMISSILE;
630 self.solid = SOLID_SLIDEBOX;
631 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
632 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
633 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
634 self.tur_head.exteriormodeltoclient = self.owner;
636 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
639 if(self.owner.flagcarried)
640 setorigin(self.owner.flagcarried, '-20 0 96');
642 CSQCVehicleSetup(self.owner, 0);
644 METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
647 instance.event_damage = func_null;
648 instance.solid = SOLID_CORPSE;
649 instance.takedamage = DAMAGE_NO;
650 instance.deadflag = DEAD_DYING;
651 instance.movetype = MOVETYPE_BOUNCE;
652 instance.think = raptor_diethink;
653 instance.nextthink = time;
654 instance.wait = time + 5 + (random() * 5);
656 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
658 instance.velocity_z += 600;
660 instance.avelocity = '0 0.5 1' * (random() * 400);
661 instance.avelocity -= '0 0.5 1' * (random() * 400);
663 instance.colormod = '-0.5 -0.5 -0.5';
664 instance.touch = raptor_blowup;
666 METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
673 //FIXME: Camera is in a bad place in HUD model.
674 //setorigin(self.vehicle_viewport, '25 0 5');
676 self.vehicles_impulse = raptor_impulse;
680 self.bomb1 = new(raptor_bomb);
681 self.bomb2 = new(raptor_bomb);
682 self.gun1 = new(raptor_gun);
683 self.gun2 = new(raptor_gun);
685 setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
686 setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
687 setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
688 setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
689 setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
691 setattachment(self.bomb1, self, "bombmount_left");
692 setattachment(self.bomb2, self, "bombmount_right");
693 setattachment(self.tur_head, self,"root");
695 // FIXMODEL Guns mounts to angled bones
696 self.bomb1.angles = self.angles;
697 self.angles = '0 0 0';
698 // This messes up gun-aim, so work arround it.
699 //setattachment(self.gun1, self, "gunmount_left");
700 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
702 setattachment(self.gun1, self, "");
703 setorigin(self.gun1, ofs);
705 //setattachment(self.gun2, self, "gunmount_right");
706 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
708 setattachment(self.gun2, self, "");
709 setorigin(self.gun2, ofs);
711 self.angles = self.bomb1.angles;
712 self.bomb1.angles = '0 0 0';
714 spinner = new(raptor_spinner);
715 spinner.owner = self;
716 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
717 setattachment(spinner, self, "engine_left");
718 spinner.movetype = MOVETYPE_NOCLIP;
719 spinner.avelocity = '0 90 0';
720 self.bomb1.gun1 = spinner;
722 spinner = new(raptor_spinner);
723 spinner.owner = self;
724 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
725 setattachment(spinner, self, "engine_right");
726 spinner.movetype = MOVETYPE_NOCLIP;
727 spinner.avelocity = '0 -90 0';
728 self.bomb1.gun2 = spinner;
731 self.bomb1.think = raptor_rotor_anglefix;
732 self.bomb1.nextthink = time;
738 self.vehicle_health = autocvar_g_vehicle_raptor_health;
739 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
740 self.movetype = MOVETYPE_TOSS;
741 self.solid = SOLID_SLIDEBOX;
742 self.vehicle_energy = 1;
744 self.PlayerPhysplug = raptor_frame;
746 self.bomb1.gun1.avelocity_y = 90;
747 self.bomb1.gun2.avelocity_y = -90;
751 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
752 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
753 self.damageforcescale = 0.25;
754 self.vehicle_health = autocvar_g_vehicle_raptor_health;
755 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
757 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
759 if(autocvar_g_vehicle_raptor_shield)
760 self.vehicle_flags |= VHF_HASSHIELD;
762 if(autocvar_g_vehicle_raptor_shield_regen)
763 self.vehicle_flags |= VHF_SHIELDREGEN;
765 if(autocvar_g_vehicle_raptor_health_regen)
766 self.vehicle_flags |= VHF_HEALTHREGEN;
768 if(autocvar_g_vehicle_raptor_energy_regen)
769 self.vehicle_flags |= VHF_ENERGYREGEN;
771 self.vehicle_exit = raptor_exit;
772 self.respawntime = autocvar_g_vehicle_raptor_respawntime;
773 self.vehicle_health = autocvar_g_vehicle_raptor_health;
774 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
775 self.max_health = self.vehicle_health;
781 METHOD(Raptor, vr_hud, void(Raptor thisveh))
783 Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
784 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
785 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
787 METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
793 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
794 case RSM_BOMB: crosshair = vCROSS_BURST; break;
795 default: crosshair = vCROSS_BURST;
798 vector tmpSize = '0 0 0';
799 if(weapon2mode != RSM_FLARE)
806 dropmark.owner = self;
807 dropmark.gravity = 1;
810 float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
813 setorigin(dropmark, pmove_org);
814 dropmark.velocity = pmove_vel;
815 tracetoss(dropmark, self);
817 where = project_3d_to_2d(trace_endpos);
819 setorigin(dropmark, trace_endpos);
820 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
822 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
824 where.x -= tmpSize.x * 0.5;
825 where.y -= tmpSize.y * 0.5;
827 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
828 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
830 dropmark.cnt = time + 5;
834 if(dropmark.cnt > time)
836 where = project_3d_to_2d(dropmark.origin);
837 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
839 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
841 where.x -= tmpSize.x * 0.5;
842 where.y -= tmpSize.y * 0.5;
844 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
845 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
851 Vehicles_drawCrosshair(crosshair);
853 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
855 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;