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 /* model */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm");
12 /* model */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm");
13 /* head_model */ ATTRIB(Raptor, head_model, string, "");
14 /* hud_model */ ATTRIB(Raptor, hud_model, string, "models/vehicles/raptor_cockpit.dpm");
15 /* tags */ ATTRIB(Raptor, tag_head, string, "");
16 /* tags */ ATTRIB(Raptor, tag_hud, string, "tag_hud");
17 /* tags */ ATTRIB(Raptor, tag_view, string, "tag_camera");
18 /* netname */ ATTRIB(Raptor, netname, string, "raptor");
19 /* fullname */ ATTRIB(Raptor, vehicle_name, string, _("Raptor"));
20 /* icon */ ATTRIB(Raptor, m_icon, string, "vehicle_raptor");
22 REGISTER_VEHICLE(RAPTOR, NEW(Raptor));
28 #include "raptor_weapons.qc"
32 bool autocvar_g_vehicle_raptor;
34 float autocvar_g_vehicle_raptor_respawntime;
35 float autocvar_g_vehicle_raptor_takeofftime;
37 float autocvar_g_vehicle_raptor_movestyle;
38 float autocvar_g_vehicle_raptor_turnspeed;
39 float autocvar_g_vehicle_raptor_pitchspeed;
40 float autocvar_g_vehicle_raptor_pitchlimit;
42 float autocvar_g_vehicle_raptor_speed_forward;
43 float autocvar_g_vehicle_raptor_speed_strafe;
44 float autocvar_g_vehicle_raptor_speed_up;
45 float autocvar_g_vehicle_raptor_speed_down;
46 float autocvar_g_vehicle_raptor_friction;
48 float autocvar_g_vehicle_raptor_cannon_turnspeed;
49 float autocvar_g_vehicle_raptor_cannon_turnlimit;
50 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
51 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
53 float autocvar_g_vehicle_raptor_cannon_locktarget;
54 float autocvar_g_vehicle_raptor_cannon_locking_time;
55 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
56 float autocvar_g_vehicle_raptor_cannon_locked_time;
57 float autocvar_g_vehicle_raptor_cannon_predicttarget;
59 float autocvar_g_vehicle_raptor_energy;
60 float autocvar_g_vehicle_raptor_energy_regen;
61 float autocvar_g_vehicle_raptor_energy_regen_pause;
63 float autocvar_g_vehicle_raptor_health;
64 float autocvar_g_vehicle_raptor_health_regen;
65 float autocvar_g_vehicle_raptor_health_regen_pause;
67 float autocvar_g_vehicle_raptor_shield;
68 float autocvar_g_vehicle_raptor_shield_regen;
69 float autocvar_g_vehicle_raptor_shield_regen_pause;
71 float autocvar_g_vehicle_raptor_bouncefactor;
72 float autocvar_g_vehicle_raptor_bouncestop;
73 vector autocvar_g_vehicle_raptor_bouncepain;
78 float raptor_altitude(float amax)
80 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
81 return vlen(self.origin - trace_endpos);
88 hgt = raptor_altitude(512);
89 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
90 self.angles_x *= 0.95;
91 self.angles_z *= 0.95;
95 self.frame = (hgt / 128) * 25;
97 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
98 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
102 self.movetype = MOVETYPE_TOSS;
103 self.think = vehicles_think;
107 self.nextthink = time;
109 CSQCMODEL_AUTOUPDATE(self);
112 void raptor_exit(float eject)
115 self.tur_head.exteriormodeltoclient = world;
117 if(self.deadflag == DEAD_NO)
119 self.think = raptor_land;
120 self.nextthink = time;
126 makevectors(self.angles);
129 spot = self.origin + v_forward * 100 + '0 0 64';
130 spot = vehicles_findgoodexit(spot);
131 setorigin(self.owner , spot);
132 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
133 self.owner.oldvelocity = self.owner.velocity;
137 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
139 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
140 self.owner.velocity_z += 200;
141 spot = self.origin + v_forward * 32 + '0 0 64';
142 spot = vehicles_findgoodexit(spot);
146 self.owner.velocity = self.velocity * 0.5;
147 self.owner.velocity_z += 10;
148 spot = self.origin - v_forward * 200 + '0 0 64';
149 spot = vehicles_findgoodexit(spot);
151 self.owner.oldvelocity = self.owner.velocity;
152 setorigin(self.owner , spot);
155 antilag_clear(self.owner);
161 entity player, raptor;
165 if(intermission_running)
167 self.vehicle.velocity = '0 0 0';
168 self.vehicle.avelocity = '0 0 0';
173 raptor = self.vehicle;
176 vehicles_painframe();
178 ftmp = vlen(self.velocity);
179 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
182 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
185 if(self.sound_nexttime < time)
187 self.sound_nexttime = time + 7.955812;
188 //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
189 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
193 else if(fabs(ftmp - self.wait) > 0.2)
195 sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
196 sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
201 if(raptor.deadflag != DEAD_NO)
204 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
207 crosshair_trace(player);
209 //if(time - self.lastteleporttime < 1)
211 if(raptor.angles_z > 50 || raptor.angles_z < -50)
213 if(player.BUTTON_JUMP)
215 player.BUTTON_CROUCH = true;
216 player.BUTTON_JUMP = false;
222 vang = raptor.angles;
223 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
226 if(df_x > 180) df_x -= 360;
227 if(df_x < -180) df_x += 360;
228 if(df_y > 180) df_y -= 360;
229 if(df_y < -180) df_y += 360;
231 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
232 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
233 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
237 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
238 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
240 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
241 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
242 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
244 raptor.angles_x = anglemods(raptor.angles_x);
245 raptor.angles_y = anglemods(raptor.angles_y);
246 raptor.angles_z = anglemods(raptor.angles_z);
248 if(autocvar_g_vehicle_raptor_movestyle == 1)
249 makevectors('0 1 0' * raptor.angles_y);
251 makevectors(player.v_angle);
253 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
255 if(player.movement_x != 0)
257 if(player.movement_x > 0)
258 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
259 else if(player.movement_x < 0)
260 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
263 if(player.movement_y != 0)
265 if(player.movement_y < 0)
266 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
267 else if(player.movement_y > 0)
268 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
270 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
274 raptor.angles_z *= 0.95;
275 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
279 if(player.BUTTON_CROUCH)
280 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
281 else if (player.BUTTON_JUMP)
282 df += v_up * autocvar_g_vehicle_raptor_speed_up;
284 raptor.velocity += df * frametime;
285 player.velocity = player.movement = raptor.velocity;
286 setorigin(player, raptor.origin + '0 0 32');
288 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
291 // Target lock & predict
292 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
294 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
295 raptor.gun1.enemy = world;
298 if(trace_ent.movetype)
299 if(trace_ent.takedamage)
300 if(!trace_ent.deadflag)
304 if(trace_ent.team != player.team)
306 raptor.gun1.enemy = trace_ent;
307 raptor.gun1.lock_time = time + 5;
312 raptor.gun1.enemy = trace_ent;
313 raptor.gun1.lock_time = time + 0.5;
317 if(raptor.gun1.enemy)
319 float distance, impact_time;
321 vf = real_origin(raptor.gun1.enemy);
322 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
323 vector _vel = raptor.gun1.enemy.velocity;
324 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
327 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
330 distance = vlen(ad - player.origin);
331 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
332 ad = vf + _vel * impact_time;
339 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
342 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
343 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
344 autocvar_g_vehicle_raptor_cannon_locked_time);
346 if(self.lock_target != world)
347 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
348 if(self.lock_strength == 1)
350 float i, distance, impact_time;
352 vf = real_origin(raptor.lock_target);
354 for(i = 0; i < 4; ++i)
356 distance = vlen(ad - raptor.origin);
357 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
358 ad = vf + raptor.lock_target.velocity * impact_time;
365 if(raptor.lock_strength == 1)
366 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
367 else if(self.lock_strength > 0.5)
368 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
369 else if(self.lock_strength < 0.5)
370 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
375 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
376 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
377 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
379 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
380 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
381 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
385 v_forward = vf * 0.5;
386 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
387 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
390 Weapon wep1 = WEP_RAPTOR;
391 if(!forbidWeaponUse(player))
392 if(player.BUTTON_ATCK)
393 if (wep1.wr_checkammo1(wep1))
395 wep1.wr_think(wep1, self, 0, 1);
398 if(self.vehicle_flags & VHF_SHIELDREGEN)
399 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);
401 if(self.vehicle_flags & VHF_HEALTHREGEN)
402 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);
404 if(self.vehicle_flags & VHF_ENERGYREGEN)
405 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);
407 Weapon wep2a = WEP_RAPTOR_BOMB;
408 if(!forbidWeaponUse(player))
409 if(raptor.vehicle_weapon2mode == RSM_BOMB)
411 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
412 if(player.BUTTON_ATCK2)
414 wep2a.wr_think(wep2a, self, 1, 2);
415 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
421 Weapon wep2b = WEP_RAPTOR_FLARE;
422 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
423 if(player.BUTTON_ATCK2)
425 wep2b.wr_think(wep2b, self, 1, 2);
426 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
431 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
432 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
433 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
435 if(self.bomb1.cnt < time)
437 entity _missile = findchainentity(enemy, raptor);
438 float _incomming = 0;
441 if(_missile.flags & FL_PROJECTILE)
442 if(MISSILE_IS_TRACKING(_missile))
443 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
446 _missile = _missile.chain;
450 sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
452 self.bomb1.cnt = time + 1;
456 VEHICLE_UPDATE_PLAYER(player, health, raptor);
457 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
458 if(self.vehicle_flags & VHF_HASSHIELD)
459 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
461 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
467 float raptor_takeoff()
469 entity player, raptor;
472 raptor = self.vehicle;
475 self.nextthink = time;
476 CSQCMODEL_AUTOUPDATE(self);
477 self.nextthink = 0; // will this work?
479 if(self.sound_nexttime < time)
481 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
482 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
486 if(raptor.frame < 25)
488 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
489 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
490 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
491 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
492 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
494 setorigin(player, raptor.origin + '0 0 32');
497 player.PlayerPhysplug = raptor_frame;
499 if(self.vehicle_flags & VHF_SHIELDREGEN)
500 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);
502 if(self.vehicle_flags & VHF_HEALTHREGEN)
503 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);
505 if(self.vehicle_flags & VHF_ENERGYREGEN)
506 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);
509 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
510 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
511 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
513 VEHICLE_UPDATE_PLAYER(player, health, raptor);
514 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
515 if(self.vehicle_flags & VHF_HASSHIELD)
516 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
518 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
525 self.deadflag = DEAD_DEAD;
526 self.vehicle_exit(VHEF_NORMAL);
527 RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
530 self.movetype = MOVETYPE_NONE;
531 self.effects = EF_NODRAW;
532 self.colormod = '0 0 0';
533 self.avelocity = '0 0 0';
534 self.velocity = '0 0 0';
536 setorigin(self, self.pos1);
537 self.touch = func_null;
541 void raptor_diethink()
543 if(time >= self.wait)
544 self.think = raptor_blowup;
548 sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
549 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
551 self.nextthink = time;
553 CSQCMODEL_AUTOUPDATE(self);
556 // If we dont do this ever now and then, the raptors rotors
557 // stop working, presumably due to angle overflow. cute.
558 void raptor_rotor_anglefix()
560 self.gun1.angles_y = anglemods(self.gun1.angles_y);
561 self.gun2.angles_y = anglemods(self.gun2.angles_y);
562 self.nextthink = time + 15;
565 float raptor_impulse(float _imp)
570 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
571 CSQCVehicleSetup(self, 0);
574 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
575 CSQCVehicleSetup(self, 0);
581 self.vehicle.vehicle_weapon2mode += 1;
582 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
583 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
585 CSQCVehicleSetup(self, 0);
591 self.vehicle.vehicle_weapon2mode -= 1;
592 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
593 self.vehicle.vehicle_weapon2mode = RSM_LAST;
595 CSQCVehicleSetup(self, 0);
599 case 17: // toss gun, could be used to exit?
601 case 20: // Manual minigun reload?
608 spawnfunc(vehicle_raptor)
610 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
611 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
614 METHOD(Raptor, vr_impact, void(Raptor thisveh))
616 if(autocvar_g_vehicle_raptor_bouncepain)
617 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
619 METHOD(Raptor, vr_enter, void(Raptor thisveh))
621 self.vehicle_weapon2mode = RSM_BOMB;
622 self.owner.PlayerPhysplug = raptor_takeoff;
623 self.movetype = MOVETYPE_BOUNCEMISSILE;
624 self.solid = SOLID_SLIDEBOX;
625 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
626 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
627 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
628 self.tur_head.exteriormodeltoclient = self.owner;
630 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
633 if(self.owner.flagcarried)
634 setorigin(self.owner.flagcarried, '-20 0 96');
636 CSQCVehicleSetup(self.owner, 0);
638 METHOD(Raptor, vr_death, void(Raptor thisveh))
641 self.event_damage = func_null;
642 self.solid = SOLID_CORPSE;
643 self.takedamage = DAMAGE_NO;
644 self.deadflag = DEAD_DYING;
645 self.movetype = MOVETYPE_BOUNCE;
646 self.think = raptor_diethink;
647 self.nextthink = time;
648 self.wait = time + 5 + (random() * 5);
650 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
652 self.velocity_z += 600;
654 self.avelocity = '0 0.5 1' * (random() * 400);
655 self.avelocity -= '0 0.5 1' * (random() * 400);
657 self.colormod = '-0.5 -0.5 -0.5';
658 self.touch = raptor_blowup;
660 METHOD(Raptor, vr_spawn, void(Raptor thisveh))
667 //FIXME: Camera is in a bad place in HUD model.
668 //setorigin(self.vehicle_viewport, '25 0 5');
670 self.vehicles_impulse = raptor_impulse;
674 self.bomb1 = spawn();
675 self.bomb2 = spawn();
679 setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
680 setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
681 setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
682 setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
683 setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
685 setattachment(self.bomb1, self, "bombmount_left");
686 setattachment(self.bomb2, self, "bombmount_right");
687 setattachment(self.tur_head, self,"root");
689 // FIXMODEL Guns mounts to angled bones
690 self.bomb1.angles = self.angles;
691 self.angles = '0 0 0';
692 // This messes up gun-aim, so work arround it.
693 //setattachment(self.gun1, self, "gunmount_left");
694 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
696 setattachment(self.gun1, self, "");
697 setorigin(self.gun1, ofs);
699 //setattachment(self.gun2, self, "gunmount_right");
700 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
702 setattachment(self.gun2, self, "");
703 setorigin(self.gun2, ofs);
705 self.angles = self.bomb1.angles;
706 self.bomb1.angles = '0 0 0';
709 spinner.owner = self;
710 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
711 setattachment(spinner, self, "engine_left");
712 spinner.movetype = MOVETYPE_NOCLIP;
713 spinner.avelocity = '0 90 0';
714 self.bomb1.gun1 = spinner;
717 spinner.owner = self;
718 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
719 setattachment(spinner, self, "engine_right");
720 spinner.movetype = MOVETYPE_NOCLIP;
721 spinner.avelocity = '0 -90 0';
722 self.bomb1.gun2 = spinner;
725 self.bomb1.think = raptor_rotor_anglefix;
726 self.bomb1.nextthink = time;
732 self.vehicle_health = autocvar_g_vehicle_raptor_health;
733 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
734 self.movetype = MOVETYPE_TOSS;
735 self.solid = SOLID_SLIDEBOX;
736 self.vehicle_energy = 1;
738 self.PlayerPhysplug = raptor_frame;
740 self.bomb1.gun1.avelocity_y = 90;
741 self.bomb1.gun2.avelocity_y = -90;
745 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
746 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
747 self.damageforcescale = 0.25;
748 self.vehicle_health = autocvar_g_vehicle_raptor_health;
749 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
751 METHOD(Raptor, vr_setup, void(Raptor thisveh))
753 if(autocvar_g_vehicle_raptor_shield)
754 self.vehicle_flags |= VHF_HASSHIELD;
756 if(autocvar_g_vehicle_raptor_shield_regen)
757 self.vehicle_flags |= VHF_SHIELDREGEN;
759 if(autocvar_g_vehicle_raptor_health_regen)
760 self.vehicle_flags |= VHF_HEALTHREGEN;
762 if(autocvar_g_vehicle_raptor_energy_regen)
763 self.vehicle_flags |= VHF_ENERGYREGEN;
765 self.vehicle_exit = raptor_exit;
766 self.respawntime = autocvar_g_vehicle_raptor_respawntime;
767 self.vehicle_health = autocvar_g_vehicle_raptor_health;
768 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
769 self.max_health = self.vehicle_health;
775 METHOD(Raptor, vr_hud, void(Raptor thisveh))
777 Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
778 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
779 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
781 METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
787 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
788 case RSM_BOMB: crosshair = vCROSS_BURST; break;
789 default: crosshair = vCROSS_BURST;
792 vector tmpSize = '0 0 0';
793 if(weapon2mode != RSM_FLARE)
800 dropmark.owner = self;
801 dropmark.gravity = 1;
804 float reload2 = getstati(STAT_VEHICLESTAT_RELOAD2) * 0.01;
807 setorigin(dropmark, pmove_org);
808 dropmark.velocity = pmove_vel;
809 tracetoss(dropmark, self);
811 where = project_3d_to_2d(trace_endpos);
813 setorigin(dropmark, trace_endpos);
814 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
816 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
818 where.x -= tmpSize.x * 0.5;
819 where.y -= tmpSize.y * 0.5;
821 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
822 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
824 dropmark.cnt = time + 5;
828 if(dropmark.cnt > time)
830 where = project_3d_to_2d(dropmark.origin);
831 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
833 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
835 where.x -= tmpSize.x * 0.5;
836 where.y -= tmpSize.y * 0.5;
838 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
839 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
845 Vehicles_drawCrosshair(crosshair);
847 METHOD(Raptor, vr_setup, void(Raptor thisveh))
849 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;