1 #define RAPTOR_MIN '-80 -80 0'
2 #define RAPTOR_MAX '80 80 70'
4 float autocvar_g_vehicle_raptor_respawntime;
6 float autocvar_g_vehicle_raptor_movestyle;
7 float autocvar_g_vehicle_raptor_turnspeed;
8 float autocvar_g_vehicle_raptor_pitchspeed;
9 float autocvar_g_vehicle_raptor_pitchlimit;
11 float autocvar_g_vehicle_raptor_speed_forward;
12 float autocvar_g_vehicle_raptor_speed_strafe;
13 float autocvar_g_vehicle_raptor_speed_up;
14 float autocvar_g_vehicle_raptor_speed_down;
15 float autocvar_g_vehicle_raptor_friction;
17 float autocvar_g_vehicle_raptor_bomblets;
18 float autocvar_g_vehicle_raptor_bomblet_alt;
19 float autocvar_g_vehicle_raptor_bomblet_time;
20 float autocvar_g_vehicle_raptor_bomblet_damage;
21 float autocvar_g_vehicle_raptor_bomblet_spread;
22 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
23 float autocvar_g_vehicle_raptor_bomblet_radius;
24 float autocvar_g_vehicle_raptor_bomblet_force;
25 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
26 float autocvar_g_vehicle_raptor_bombs_refire;
28 float autocvar_g_vehicle_raptor_cannon_turnspeed;
29 float autocvar_g_vehicle_raptor_cannon_turnlimit;
30 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
33 float autocvar_g_vehicle_raptor_cannon_locktarget;
34 float autocvar_g_vehicle_raptor_cannon_locking_time;
35 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
36 float autocvar_g_vehicle_raptor_cannon_locked_time;
37 float autocvar_g_vehicle_raptor_cannon_predicttarget;
39 float autocvar_g_vehicle_raptor_cannon_cost;
40 float autocvar_g_vehicle_raptor_cannon_damage;
41 float autocvar_g_vehicle_raptor_cannon_radius;
42 float autocvar_g_vehicle_raptor_cannon_refire;
43 float autocvar_g_vehicle_raptor_cannon_speed;
44 float autocvar_g_vehicle_raptor_cannon_spread;
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
60 //void raptor_return();
62 //float raptor_takeoff();
67 //#define RAPTOR_RETARDCAMERA
69 float raptor_altitude(float amax)
71 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
72 return vlen(self.origin - trace_endpos);
76 void raptor_bomblet_boom()
78 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
79 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
80 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
81 autocvar_g_vehicle_raptor_bomblet_edgedamage,
82 autocvar_g_vehicle_raptor_bomblet_radius, world,
83 autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
87 void raptor_bomblet_touch()
89 if(other == self.owner)
93 self.think = raptor_bomblet_boom;
94 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
97 void raptor_bomb_burst()
100 if(autocvar_g_vehicle_raptor_bomblet_alt)
102 self.nextthink = time;
103 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
104 if(trace_fraction == 1.0)
107 if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
114 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
115 pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
117 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
120 setorigin(bomblet, self.origin);
123 bomblet.solid = SOLID_TRIGGER;
124 bomblet.movetype = MOVETYPE_TOSS;
125 bomblet.touch = raptor_bomblet_touch;
126 bomblet.think = raptor_bomblet_boom;
127 bomblet.nextthink = time + 5;
128 bomblet.owner = self.owner;
129 bomblet.realowner = self.realowner;
130 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
131 PROJECTILE_MAKETRIGGER(bomblet);
132 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
138 void raptor_bomb_touch()
143 void raptor_bombdrop()
145 entity bomb_1, bomb_2;
147 //self.bomb1.alpha = 0;
148 //self.bomb2.alpha = 0;
153 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
154 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
156 bomb_1.movetype = bomb_2.movetype = MOVETYPE_TOSS;
157 bomb_1.velocity = bomb_2.velocity = self.velocity;
158 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
159 bomb_1.think = bomb_2.think = raptor_bomb_burst;
160 bomb_1.cnt = bomb_2.cnt = time + 10;
162 if(autocvar_g_vehicle_raptor_bomblet_alt)
163 bomb_1.nextthink = bomb_2.nextthink = time;
165 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
167 bomb_1.owner = bomb_2.owner = self;
168 bomb_1.realowner = bomb_2.realowner = self.owner;
169 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
171 PROJECTILE_MAKETRIGGER(bomb_1);
172 PROJECTILE_MAKETRIGGER(bomb_2);
174 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179 void raptor_bolt_explode()
182 pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
183 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
184 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
188 void raptor_fire_cannon(entity gun, string tagname)
194 PROJECTILE_MAKETRIGGER(bolt);
195 sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
196 setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
198 bolt.movetype = MOVETYPE_FLYMISSILE;
199 bolt.flags = FL_PROJECTILE | FL_NOTARGET;
201 bolt.realowner = self.owner;
202 bolt.touch = raptor_bolt_explode;
203 bolt.think = raptor_bolt_explode;
204 bolt.nextthink = time + 9;
205 bolt.bot_dodge = TRUE;
206 bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
207 bolt.velocity = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
209 pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
210 //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
212 CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK, TRUE);
221 self.movetype = MOVETYPE_BOUNCEMISSILE;
222 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
223 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
225 #ifdef RAPTOR_RETARDCAMERA
226 setorigin(self.vehicle_viewport, self.origin);
234 hgt = raptor_altitude(512);
235 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
236 self.angles_x *= 0.95;
237 self.angles_z *= 0.95;
241 self.frame = max(self.frame - 0.25, 0);
243 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
244 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
248 self.movetype = MOVETYPE_BOUNCE;
249 self.think = raptor_think;
252 self.nextthink = time;
255 void raptor_exit(float eject)
258 if(self.deadflag == DEAD_NO)
260 vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
261 self.think = raptor_land;
262 self.nextthink = time;
268 makevectors(self.angles);
271 setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
272 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
275 setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
282 entity player, raptor;
287 raptor = self.vehicle;
290 if(player.BUTTON_USE)
293 vehicles_exit(VHEF_NORMAL);
298 if(raptor.deadflag != DEAD_NO)
301 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
306 if(raptor.frame < 25)
308 raptor.frame += 0.25;
309 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
310 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
311 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
312 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
316 crosshair_trace(player);
318 #if VEHICLES_VIEWROTATE_CROSSHAIR
319 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
320 if(df_x > 180) df_x -= 360;
321 if(df_x < -180) df_x += 360;
322 if(df_y > 180) df_y -= 360;
323 if(df_y < -180) df_y += 360;
326 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
327 ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
330 raptor.angles_y = anglemods(raptor.angles_y + ftmp);
333 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
334 ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
336 raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
338 raptor.angles_x *= -1;
340 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
341 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - raptor.angles_y, raptor.angles_y), ftmp);
344 raptor.angles_y = anglemods(raptor.angles_y + ftmp);
347 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
348 ftmp2 = shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x);
350 if(player.movement_x > 0)
352 else if(player.movement_x < 0)
355 ftmp = bound(-ftmp, ftmp2, ftmp);
356 raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
357 raptor.angles_x *= -1;
360 if(autocvar_g_vehicle_raptor_movestyle == 1)
361 fixedmakevectors('0 1 0' * raptor.angles_y);
363 makevectors(player.v_angle);
365 #ifdef RAPTOR_RETARDCAMERA
367 spd = vlen(self.velocity) + 0.01;
368 back = spd / autocvar_g_vehicle_raptor_speed_forward;
376 setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
379 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
381 if(player.movement_x != 0)
383 if(player.movement_x > 0)
384 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
385 else if(player.movement_x < 0)
386 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
389 if(player.movement_y != 0)
391 if(player.movement_y < 0)
392 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
393 else if(player.movement_y > 0)
394 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
396 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
400 raptor.angles_z *= 0.95;
401 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
405 if(player.BUTTON_CROUCH)
406 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
407 else if (player.BUTTON_JUMP)
408 df += v_up * autocvar_g_vehicle_raptor_speed_up;
410 raptor.velocity += df * frametime;
411 player.velocity = player.movement = raptor.velocity;
412 setorigin(player,raptor.origin + '0 0 32');
415 // Target lock & predict
416 if(autocvar_g_vehicle_raptor_cannon_locktarget)
419 vehicles_locktarget2((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
420 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
421 autocvar_g_vehicle_raptor_cannon_locked_time);
423 if(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
425 if(self.lock_target != world)
427 float i, distance, impact_time;
429 vf = real_origin(raptor.lock_target);
431 for(i = 0; i < 4; ++i)
433 distance = vlen(ad - raptor.origin);
434 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
435 ad = vf + raptor.lock_target.velocity * impact_time;
438 UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
444 if(raptor.lock_strength == 1)
445 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
446 else if(self.lock_strength > 0.5)
447 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
448 else if(self.lock_strength < 0.5)
449 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
453 if(self.lock_target != world)
454 if(self.lock_strength == 1)
455 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
457 UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
462 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
466 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
469 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
470 df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset
472 df_x = bound(ftmp, df_x, ftmp2);
473 df_y = bound(ftmp, df_y, ftmp2);
475 raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
476 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
478 //df = vectoangles(normalize(trace_endpos - df));
481 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
484 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
485 df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset
487 df_x = bound(ftmp, df_x, ftmp2);
488 df_y = bound(ftmp, df_y, ftmp2);
490 raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
491 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
496 v_forward = vf * 0.5;
497 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
498 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
501 if(player.BUTTON_ATCK)
502 if(raptor.attack_finished_single <= time)
503 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
505 raptor.misc_bulletcounter += 1;
506 if(mod(raptor.misc_bulletcounter, 2))
507 raptor_fire_cannon(self.gun1, "fire1");
509 raptor_fire_cannon(self.gun2, "fire1");
511 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
512 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
516 if(self.vehicle_flags & VHF_SHIELDREGEN)
517 vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
519 if(self.vehicle_flags & VHF_HEALTHREGEN)
520 vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
522 if(self.vehicle_flags & VHF_ENERGYREGEN)
523 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
525 player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
528 if(time > raptor.delay)
530 if(player.BUTTON_ATCK2)
533 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
535 player.vehicle_reload1 = 1;
539 player.vehicle_reload1 = min(time / raptor.delay, 1);
540 //raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
543 VEHICLE_UPDATE_PLAYER(health, raptor);
545 if(self.vehicle_flags & VHF_HASSHIELD)
546 VEHICLE_UPDATE_PLAYER(shield, raptor);
548 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
557 if(vlen(self.velocity) == 0)
560 if(other.classname != "player")
566 if(other.classname != "player")
569 if(other.deadflag != DEAD_NO)
572 if(other.vehicle != world)
580 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
581 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
583 self.deadflag = DEAD_DEAD;
584 self.vehicle_exit(VHEF_NORMAL);
585 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
588 self.movetype = MOVETYPE_NONE;
589 self.effects = EF_NODRAW;
590 self.colormod = '0 0 0';
591 self.avelocity = '0 0 0';
592 self.velocity = '0 0 0';
594 setorigin(self, self.pos1);
595 self.touch = SUB_Null;
601 self.event_damage = SUB_Null;
602 self.iscreature = FALSE;
603 self.solid = SOLID_CORPSE;
604 self.takedamage = DAMAGE_NO;
605 self.deadflag = DEAD_DYING;
606 self.movetype = MOVETYPE_BOUNCE;
609 pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
611 self.velocity_z += 128;
614 self.avelocity_z = 45 + random() * 270;
616 self.avelocity_z = -45 + random() * -270;
618 self.colormod = '-0.5 -0.5 -0.5';
620 self.touch = raptor_blowup;
621 self.think = raptor_spawn;
622 self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
627 self.flags = FL_NOTARGET;
630 self.vehicle_health = autocvar_g_vehicle_raptor_health;
631 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
632 self.event_damage = vehicles_damage;
633 self.touch = raptor_touch;
634 self.iscreature = TRUE;
635 self.movetype = MOVETYPE_FLY;
636 self.solid = SOLID_SLIDEBOX;
637 self.takedamage = DAMAGE_AIM;
638 self.deadflag = DEAD_NO;
639 self.bot_attack = TRUE;
640 self.vehicle_energy = 1;
641 self.vehicle_hudmodel.viewmodelforclient = self;
643 self.bomb1.gun1.avelocity_y = 90;
644 self.bomb1.gun2.avelocity_y = -90;
647 setorigin(self, self.pos1);
648 self.angles = self.pos2;
650 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
651 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
654 vehicles_reset_colors();
662 if not (vehicle_initialize(
664 "models/vehicles/raptor.dpm",
666 "models/vehicles/raptor_cockpit.dpm",
667 "", "tag_hud", "tag_camera",
669 RAPTOR_MIN, RAPTOR_MAX,
671 raptor_spawn, raptor_frame,
672 raptor_enter, raptor_exit,
673 raptor_die, raptor_think))
679 //FIXME: Camera is in a bad place in HUD model.
680 setorigin(self.vehicle_viewport, '5 0 5');
684 self.bomb1 = spawn();
685 self.bomb2 = spawn();
689 #ifdef RAPTOR_RETARDCAMERA
690 setattachment(self.vehicle_viewport, world, "");
693 setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
694 setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
695 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
696 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
698 setattachment(self.bomb1, self,"bombmount_left");
699 setattachment(self.bomb2, self,"bombmount_right");
702 // FIXME Guns mounts to angled bones
703 self.bomb1.angles = self.angles;
704 self.angles = '0 0 0';
705 // This messes up gun-aim, so work arround it.
706 //setattachment(self.gun1, self, "gunmount_left");
707 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
709 setattachment(self.gun1, self, "");
710 setorigin(self.gun1, ofs);
712 //setattachment(self.gun2, self, "gunmount_right");
713 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
715 setattachment(self.gun2, self, "");
716 setorigin(self.gun2, ofs);
718 self.angles = self.bomb1.angles;
719 self.bomb1.angles = '0 0 0';
723 spinner.owner = self;
724 setmodel(spinner,"models/vehicles/spinner.dpm");
725 setattachment(spinner, self, "engine_left");
726 spinner.movetype = MOVETYPE_NOCLIP;
727 spinner.avelocity = '0 90 0';
728 self.bomb1.gun1 = spinner;
731 spinner.owner = self;
732 setmodel(spinner,"models/vehicles/spinner.dpm");
733 setattachment(spinner, self, "engine_right");
734 spinner.movetype = MOVETYPE_NOCLIP;
735 spinner.avelocity = '0 -90 0';
736 self.bomb1.gun2 = spinner;
741 void spawnfunc_vehicle_raptor()
743 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
745 if(autocvar_g_vehicle_raptor_shield)
746 self.vehicle_flags |= VHF_HASSHIELD;
748 if(autocvar_g_vehicle_raptor_shield_regen)
749 self.vehicle_flags |= VHF_SHIELDREGEN;
751 if(autocvar_g_vehicle_raptor_health_regen)
752 self.vehicle_flags |= VHF_HEALTHREGEN;
754 if(autocvar_g_vehicle_raptor_energy_regen)
755 self.vehicle_flags |= VHF_ENERGYREGEN;
757 precache_model ("models/vehicles/raptor.dpm");
758 precache_model ("models/vehicles/raptor_gun.dpm");
759 precache_model ("models/vehicles/spinner.dpm");
760 precache_model ("models/vehicles/raptor_cockpit.dpm");
761 precache_model ("models/vehicles/raptor_bomb.dpm");
763 self.think = raptor_dinit;
764 self.nextthink = time + 1;