5 bool autocvar_g_vehicle_raptor = true;
7 float autocvar_g_vehicle_raptor_respawntime = 40;
8 float autocvar_g_vehicle_raptor_takeofftime = 1.5;
10 // 0: go where player aims, +forward etc relative to aim angles
11 // 1: ignore aim for up/down movement. +forward always moved forward, +jump always moves up
12 int autocvar_g_vehicle_raptor_movestyle = 1;
13 float autocvar_g_vehicle_raptor_turnspeed = 200;
14 float autocvar_g_vehicle_raptor_pitchspeed = 50;
15 float autocvar_g_vehicle_raptor_pitchlimit = 45;
17 float autocvar_g_vehicle_raptor_speed_forward = 1700;
18 float autocvar_g_vehicle_raptor_speed_strafe = 2200;
19 float autocvar_g_vehicle_raptor_speed_up = 2300;
20 float autocvar_g_vehicle_raptor_speed_down = 2000;
21 float autocvar_g_vehicle_raptor_friction = 2;
23 bool autocvar_g_vehicle_raptor_swim = false;
25 float autocvar_g_vehicle_raptor_cannon_turnspeed = 120;
26 float autocvar_g_vehicle_raptor_cannon_turnlimit = 20;
27 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up = 12;
28 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down = 32;
30 bool autocvar_g_vehicle_raptor_cannon_locktarget = true;
31 float autocvar_g_vehicle_raptor_cannon_locking_time = 0.2;
32 float autocvar_g_vehicle_raptor_cannon_locking_releasetime = 0.45;
33 float autocvar_g_vehicle_raptor_cannon_locked_time = 1;
34 float autocvar_g_vehicle_raptor_cannon_predicttarget = 1;
36 float autocvar_g_vehicle_raptor_energy = 100;
37 float autocvar_g_vehicle_raptor_energy_regen = 25;
38 float autocvar_g_vehicle_raptor_energy_regen_pause = 0.25;
40 float autocvar_g_vehicle_raptor_health = 250;
41 float autocvar_g_vehicle_raptor_health_regen = 0;
42 float autocvar_g_vehicle_raptor_health_regen_pause = 0;
44 float autocvar_g_vehicle_raptor_shield = 200;
45 float autocvar_g_vehicle_raptor_shield_regen = 25;
46 float autocvar_g_vehicle_raptor_shield_regen_pause = 1.5;
48 float autocvar_g_vehicle_raptor_bouncefactor = 0.2;
49 float autocvar_g_vehicle_raptor_bouncestop = 0;
50 vector autocvar_g_vehicle_raptor_bouncepain = '1 4 1000';
55 void raptor_land(entity this)
59 hgt = vehicle_altitude(this, 512);
60 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
61 this.angles_x *= 0.95;
62 this.angles_z *= 0.95;
64 if(hgt < 128 && hgt > 0)
65 this.frame = (hgt / 128) * 25;
67 this.bomb1.gun1.avelocity_y = 90 + ((this.frame / 25) * 2000);
68 this.bomb1.gun2.avelocity_y = -this.bomb1.gun1.avelocity_y;
72 set_movetype(this, MOVETYPE_TOSS);
73 setthink(this, vehicles_think);
77 this.nextthink = time;
79 CSQCMODEL_AUTOUPDATE(this);
82 void raptor_exit(entity this, int eject)
84 entity player = this.owner;
86 this.tur_head.exteriormodeltoclient = NULL;
90 setthink(this, raptor_land);
91 this.nextthink = time;
97 makevectors(this.angles);
101 spot = this.origin + v_forward * 100 + '0 0 64';
102 spot = vehicles_findgoodexit(this, player, spot);
103 setorigin(player, spot);
104 player.velocity = (v_up + v_forward * 0.25) * 750;
105 player.oldvelocity = player.velocity;
109 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
111 player.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
112 player.velocity_z += 200;
113 spot = this.origin + v_forward * 32 + '0 0 64';
114 spot = vehicles_findgoodexit(this, player, spot);
118 player.velocity = this.velocity * 0.5;
119 player.velocity_z += 10;
120 spot = this.origin - v_forward * 200 + '0 0 64';
121 spot = vehicles_findgoodexit(this, player, spot);
123 player.oldvelocity = player.velocity;
124 setorigin(player, spot);
128 antilag_clear(player, CS(player));
131 bool raptor_frame(entity this, float dt)
133 entity vehic = this.vehicle;
138 vehic.solid = SOLID_NOT;
139 vehic.takedamage = DAMAGE_NO;
140 set_movetype(vehic, MOVETYPE_NONE);
144 vehicles_frame(vehic, this);
147 ftmp = vlen(vehic.velocity);
148 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
151 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
154 if(vehic.sound_nexttime < time)
156 vehic.sound_nexttime = time + 7.955812;
157 //sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
158 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
162 else if(fabs(ftmp - vehic.wait) > 0.2)
164 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
165 sound (vehic, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
172 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
175 crosshair_trace(this);
177 //if(time - vehic.lastteleporttime < 1)
179 if(vehic.angles_z > 50 || vehic.angles_z < -50)
181 if(PHYS_INPUT_BUTTON_JUMP(this))
183 PHYS_INPUT_BUTTON_CROUCH(this) = true;
184 PHYS_INPUT_BUTTON_JUMP(this) = false;
191 vector df = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
194 if(df_x > 180) df_x -= 360;
195 if(df_x < -180) df_x += 360;
196 if(df_y > 180) df_y -= 360;
197 if(df_y < -180) df_y += 360;
199 float ftmp = shortangle_f(this.v_angle_y - vang_y, vang_y);
200 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
201 vehic.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
205 if(CS(this).movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
206 else if(CS(this).movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
208 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
209 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
210 vehic.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
212 vehic.angles_x = anglemods(vehic.angles_x);
213 vehic.angles_y = anglemods(vehic.angles_y);
214 vehic.angles_z = anglemods(vehic.angles_z);
216 if(autocvar_g_vehicle_raptor_movestyle == 1)
217 makevectors('0 1 0' * vehic.angles_y);
219 makevectors(this.v_angle);
221 df = vehic.velocity * -autocvar_g_vehicle_raptor_friction;
223 if(CS(this).movement_x != 0)
225 if(CS(this).movement_x > 0)
226 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
227 else if(CS(this).movement_x < 0)
228 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
231 if(CS(this).movement_y != 0)
233 if(CS(this).movement_y < 0)
234 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
235 else if(CS(this).movement_y > 0)
236 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
238 vehic.angles_z = bound(-30,vehic.angles_z + (CS(this).movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
242 vehic.angles_z *= 0.95;
243 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
247 if(PHYS_INPUT_BUTTON_CROUCH(this))
248 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
249 else if (PHYS_INPUT_BUTTON_JUMP(this))
250 df += v_up * autocvar_g_vehicle_raptor_speed_up;
252 vehic.velocity += df * dt;
253 this.velocity = CS(this).movement = vehic.velocity;
254 setorigin(this, vehic.origin + '0 0 32');
255 this.oldorigin = this.origin; // negate fall damage
257 STAT(VEHICLESTAT_W2MODE, this) = STAT(VEHICLESTAT_W2MODE, vehic);
260 // Target lock & predict
261 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
263 if(vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy))
264 vehic.gun1.enemy = NULL;
267 if(trace_ent.move_movetype)
268 if(trace_ent.takedamage)
269 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
273 if(trace_ent.team != this.team)
275 vehic.gun1.enemy = trace_ent;
276 vehic.gun1.lock_time = time + 5;
281 vehic.gun1.enemy = trace_ent;
282 vehic.gun1.lock_time = time + 0.5;
288 float distance, impact_time;
290 vf = real_origin(vehic.gun1.enemy);
291 UpdateAuxiliaryXhair(this, vf, '1 0 0', 1);
292 vector _vel = vehic.gun1.enemy.velocity;
293 if(vehic.gun1.enemy.move_movetype == MOVETYPE_WALK)
296 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
299 distance = vlen(ad - this.origin);
300 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
301 ad = vf + _vel * impact_time;
308 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
311 vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_raptor_cannon_locking_time) * dt,
312 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * dt,
313 autocvar_g_vehicle_raptor_cannon_locked_time);
315 if(vehic.lock_target != NULL)
316 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
317 if(vehic.lock_strength == 1)
319 float i, distance, impact_time;
321 vf = real_origin(vehic.lock_target);
323 for(i = 0; i < 4; ++i)
325 distance = vlen(ad - vehic.origin);
326 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
327 ad = vf + vehic.lock_target.velocity * impact_time;
332 if(vehic.lock_target)
334 if(vehic.lock_strength == 1)
335 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 1);
336 else if(vehic.lock_strength > 0.5)
337 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 1);
338 else if(vehic.lock_strength < 0.5)
339 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 1);
344 vehicle_aimturret(vehic, trace_endpos, vehic.gun1, "fire1",
345 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
346 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed, dt);
348 vehicle_aimturret(vehic, trace_endpos, vehic.gun2, "fire1",
349 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
350 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed, dt);
354 v_forward = vf * 0.5;
355 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
356 UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0);
359 Weapon wep1 = WEP_RAPTOR;
360 .entity weaponentity = weaponentities[0];
361 if(!weaponLocked(this))
362 if(PHYS_INPUT_BUTTON_ATCK(this))
363 if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
365 wep1.wr_think(wep1, vehic, weaponentity, 1);
368 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
369 vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true);
371 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
372 vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RES_HEALTH);
374 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
375 vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false);
377 Weapon wep2a = WEP_RAPTOR_BOMB;
378 if(!weaponLocked(this))
379 if(STAT(VEHICLESTAT_W2MODE, vehic) == RSM_BOMB)
381 if(time > vehic.lip + autocvar_g_vehicle_raptor_bombs_refire)
382 if(PHYS_INPUT_BUTTON_ATCK2(this))
384 .entity weaponentity = weaponentities[1];
385 wep2a.wr_think(wep2a, vehic, weaponentity, 2);
386 vehic.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
392 Weapon wep2b = WEP_RAPTOR_FLARE;
393 if(time > vehic.lip + autocvar_g_vehicle_raptor_flare_refire)
394 if(PHYS_INPUT_BUTTON_ATCK2(this))
396 .entity weaponentity = weaponentities[1];
397 wep2b.wr_think(wep2b, vehic, weaponentity, 2);
398 vehic.delay = time + autocvar_g_vehicle_raptor_flare_refire;
403 vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
404 this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
405 this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
407 if(vehic.bomb1.cnt < time)
409 bool incoming = false;
410 IL_EACH(g_projectiles, it.enemy == vehic,
412 if(MISSILE_IS_TRACKING(it))
413 if(vdist(vehic.origin - it.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
423 soundto(MSG_ONE, vehic, CH_PAIN_SINGLE, SND(VEH_MISSILE_ALARM), VOL_BASE, ATTEN_NONE);
426 vehic.bomb1.cnt = time + 1;
430 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RES_HEALTH);
431 VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
432 if(vehic.vehicle_flags & VHF_HASSHIELD)
433 VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
435 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
438 bool raptor_takeoff(entity this, float dt)
440 entity vehic = this.vehicle;
443 vehic.nextthink = time;
444 CSQCMODEL_AUTOUPDATE(vehic);
445 vehic.nextthink = 0; // will this work?
447 if(vehic.sound_nexttime < time)
449 vehic.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
450 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
456 vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / PHYS_INPUT_FRAMETIME);
457 vehic.velocity_z = min(vehic.velocity_z * 1.5, 256);
458 vehic.bomb1.gun1.avelocity_y = 90 + ((vehic.frame / 25) * 25000);
459 vehic.bomb1.gun2.avelocity_y = -vehic.bomb1.gun1.avelocity_y;
460 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
462 setorigin(this, vehic.origin + '0 0 32');
463 this.oldorigin = this.origin;
466 this.PlayerPhysplug = raptor_frame;
468 STAT(VEHICLESTAT_W2MODE, this) = STAT(VEHICLESTAT_W2MODE, vehic);
470 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
471 vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true);
473 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
474 vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RES_HEALTH);
476 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
477 vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false);
480 vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
481 this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
482 this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
484 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RES_HEALTH);
485 VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
486 if(vehic.vehicle_flags & VHF_HASSHIELD)
487 VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
489 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
492 void raptor_blowup(entity this, entity toucher)
494 this.deadflag = DEAD_DEAD;
495 this.vehicle_exit(this, VHEF_NORMAL);
496 RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, DMG_NOWEP, NULL);
499 set_movetype(this, MOVETYPE_NONE);
500 this.effects = EF_NODRAW;
501 this.colormod = '0 0 0';
502 this.avelocity = '0 0 0';
503 this.velocity = '0 0 0';
505 setorigin(this, this.pos1);
506 settouch(this, func_null);
510 void raptor_diethink(entity this)
512 if(time >= this.wait)
514 raptor_blowup(this, NULL);
520 sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
521 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
523 this.nextthink = time;
525 CSQCMODEL_AUTOUPDATE(this);
528 // If we dont do this ever now and then, the raptors rotors
529 // stop working, presumably due to angle overflow. cute.
530 void raptor_rotor_anglefix(entity this)
532 this.gun1.angles_y = anglemods(this.gun1.angles_y);
533 this.gun2.angles_y = anglemods(this.gun2.angles_y);
534 this.nextthink = time + 15;
537 bool raptor_impulse(entity this, int _imp)
541 case IMP_weapon_group_1.impulse:
542 STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_BOMB;
543 CSQCVehicleSetup(this, 0);
545 case IMP_weapon_group_2.impulse:
546 STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_FLARE;
547 CSQCVehicleSetup(this, 0);
550 case IMP_weapon_next_byid.impulse:
551 case IMP_weapon_next_bypriority.impulse:
552 case IMP_weapon_next_bygroup.impulse:
553 STAT(VEHICLESTAT_W2MODE, this.vehicle) += 1;
554 if(STAT(VEHICLESTAT_W2MODE, this.vehicle) > RSM_LAST)
555 STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_FIRST;
557 CSQCVehicleSetup(this, 0);
559 case IMP_weapon_last.impulse:
560 case IMP_weapon_prev_byid.impulse:
561 case IMP_weapon_prev_bypriority.impulse:
562 case IMP_weapon_prev_bygroup.impulse:
563 STAT(VEHICLESTAT_W2MODE, this.vehicle) -= 1;
564 if(STAT(VEHICLESTAT_W2MODE, this.vehicle) < RSM_FIRST)
565 STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_LAST;
567 CSQCVehicleSetup(this, 0);
571 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
573 case IMP_weapon_reload.impulse: // Manual minigun reload?
580 spawnfunc(vehicle_raptor)
582 if(!autocvar_g_vehicle_raptor) { delete(this); return; }
583 if(!vehicle_initialize(this, VEH_RAPTOR, false)) { delete(this); return; }
586 METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
588 if(autocvar_g_vehicle_raptor_bouncepain)
589 vehicles_impact(instance, autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
591 METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
593 STAT(VEHICLESTAT_W2MODE, instance) = RSM_BOMB;
594 instance.owner.PlayerPhysplug = raptor_takeoff;
595 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
596 instance.solid = SOLID_SLIDEBOX;
597 instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_raptor_health) * 100;
598 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
599 instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work
600 instance.tur_head.exteriormodeltoclient = instance.owner;
602 instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
605 if(instance.owner.flagcarried)
606 setorigin(instance.owner.flagcarried, '-20 0 96');
608 CSQCVehicleSetup(instance.owner, 0);
610 METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
612 SetResourceExplicit(instance, RES_HEALTH, 0);
613 instance.event_damage = func_null;
614 instance.solid = SOLID_CORPSE;
615 instance.takedamage = DAMAGE_NO;
616 instance.deadflag = DEAD_DYING;
617 set_movetype(instance, MOVETYPE_BOUNCE);
618 setthink(instance, raptor_diethink);
619 instance.nextthink = time;
620 instance.wait = time + 5 + (random() * 5);
622 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
624 instance.velocity_z += 600;
626 instance.avelocity = '0 0.5 1' * (random() * 400);
627 instance.avelocity -= '0 0.5 1' * (random() * 400);
629 instance.colormod = '-0.5 -0.5 -0.5';
630 settouch(instance, raptor_blowup);
632 METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
639 //FIXME: Camera is in a bad place in HUD model.
640 //setorigin(instance.vehicle_viewport, '25 0 5');
642 instance.vehicles_impulse = raptor_impulse;
646 instance.bomb1 = new(raptor_bomb);
647 instance.bomb2 = new(raptor_bomb);
648 instance.gun1 = new(raptor_gun);
649 instance.gun2 = new(raptor_gun);
651 setmodel(instance.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
652 setmodel(instance.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
653 setmodel(instance.gun1, MDL_VEH_RAPTOR_GUN);
654 setmodel(instance.gun2, MDL_VEH_RAPTOR_GUN);
655 setmodel(instance.tur_head, MDL_VEH_RAPTOR_TAIL);
657 setattachment(instance.bomb1, instance, "bombmount_left");
658 setattachment(instance.bomb2, instance, "bombmount_right");
659 setattachment(instance.tur_head, instance,"root");
661 // FIXMODEL Guns mounts to angled bones
662 instance.bomb1.angles = instance.angles;
663 instance.angles = '0 0 0';
664 // This messes up gun-aim, so work arround it.
665 //setattachment(instance.gun1, instance, "gunmount_left");
666 ofs = gettaginfo(instance, gettagindex(instance, "gunmount_left"));
667 ofs -= instance.origin;
668 setattachment(instance.gun1, instance, "");
669 setorigin(instance.gun1, ofs);
671 //setattachment(instance.gun2, instance, "gunmount_right");
672 ofs = gettaginfo(instance, gettagindex(instance, "gunmount_right"));
673 ofs -= instance.origin;
674 setattachment(instance.gun2, instance, "");
675 setorigin(instance.gun2, ofs);
677 instance.angles = instance.bomb1.angles;
678 instance.bomb1.angles = '0 0 0';
680 spinner = new(raptor_spinner);
681 spinner.owner = instance;
682 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
683 setattachment(spinner, instance, "engine_left");
684 set_movetype(spinner, MOVETYPE_NOCLIP);
685 spinner.avelocity = '0 90 0';
686 instance.bomb1.gun1 = spinner;
688 spinner = new(raptor_spinner);
689 spinner.owner = instance;
690 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
691 setattachment(spinner, instance, "engine_right");
692 set_movetype(spinner, MOVETYPE_NOCLIP);
693 spinner.avelocity = '0 -90 0';
694 instance.bomb1.gun2 = spinner;
697 setthink(instance.bomb1, raptor_rotor_anglefix);
698 instance.bomb1.nextthink = time;
704 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
705 instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
706 set_movetype(instance, MOVETYPE_TOSS);
707 instance.solid = SOLID_SLIDEBOX;
708 instance.vehicle_energy = 1;
710 if(!autocvar_g_vehicle_raptor_swim)
711 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
713 instance.PlayerPhysplug = raptor_frame;
715 instance.bomb1.gun1.avelocity_y = 90;
716 instance.bomb1.gun2.avelocity_y = -90;
718 instance.delay = time;
720 instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
721 instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
722 instance.damageforcescale = 0.25;
723 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
724 instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
726 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
728 if(autocvar_g_vehicle_raptor_shield)
729 instance.vehicle_flags |= VHF_HASSHIELD;
731 if(autocvar_g_vehicle_raptor_shield_regen)
732 instance.vehicle_flags |= VHF_SHIELDREGEN;
734 if(autocvar_g_vehicle_raptor_health_regen)
735 instance.vehicle_flags |= VHF_HEALTHREGEN;
737 if(autocvar_g_vehicle_raptor_energy_regen)
738 instance.vehicle_flags |= VHF_ENERGYREGEN;
740 instance.vehicle_exit = raptor_exit;
741 instance.respawntime = autocvar_g_vehicle_raptor_respawntime;
742 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health);
743 instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
744 instance.max_health = GetResource(instance, RES_HEALTH);
746 if(!autocvar_g_vehicle_raptor_swim)
747 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
753 METHOD(Raptor, vr_hud, void(Raptor thisveh))
755 Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
756 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
757 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
759 METHOD(Raptor, vr_crosshair, void(Raptor thisveh, entity player))
765 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
766 case RSM_BOMB: crosshair = vCROSS_BURST; break;
767 default: crosshair = vCROSS_BURST;
770 vector tmpSize = '0 0 0';
771 if(weapon2mode != RSM_FLARE && !spectatee_status)
778 dropmark.owner = player;
779 dropmark.gravity = 1;
780 dropmark.dphitcontentsmask = DPCONTENTS_SOLID;
781 dropmark.solid = SOLID_CORPSE;
782 set_movetype(dropmark, MOVETYPE_BOUNCE);
785 float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
788 setorigin(dropmark, pmove_org);
789 dropmark.velocity = pmove_vel;
790 tracetoss(dropmark, player);
792 where = project_3d_to_2d(trace_endpos);
794 setorigin(dropmark, trace_endpos);
796 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
798 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
799 where.x -= tmpSize.x * 0.5;
800 where.y -= tmpSize.y * 0.5;
802 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
803 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
805 dropmark.cnt = time + 5;
809 if(dropmark.cnt > time)
811 where = project_3d_to_2d(dropmark.origin);
813 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
815 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
816 where.x -= tmpSize.x * 0.5;
817 where.y -= tmpSize.y * 0.5;
819 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
820 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
826 Vehicles_drawCrosshair(crosshair);
828 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
830 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;