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New raptor fly sounds from nifrek. Make vehicle engines use CHAN_TRIGGER (items slide...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #ifdef SVQC
2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
4 //#define RAPTOR_ENGINE "sound/vehicles/raptor.wav"
5 float autocvar_g_vehicle_raptor_respawntime;
6
7 float autocvar_g_vehicle_raptor_movestyle;
8 float autocvar_g_vehicle_raptor_turnspeed;
9 float autocvar_g_vehicle_raptor_pitchspeed;
10 float autocvar_g_vehicle_raptor_pitchlimit;
11
12 float autocvar_g_vehicle_raptor_speed_forward;
13 float autocvar_g_vehicle_raptor_speed_strafe;
14 float autocvar_g_vehicle_raptor_speed_up;
15 float autocvar_g_vehicle_raptor_speed_down;
16 float autocvar_g_vehicle_raptor_friction;
17
18 float autocvar_g_vehicle_raptor_bomblets;
19 float autocvar_g_vehicle_raptor_bomblet_alt;
20 float autocvar_g_vehicle_raptor_bomblet_time;
21 float autocvar_g_vehicle_raptor_bomblet_damage;
22 float autocvar_g_vehicle_raptor_bomblet_spread;
23 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
24 float autocvar_g_vehicle_raptor_bomblet_radius;
25 float autocvar_g_vehicle_raptor_bomblet_force;
26 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
27 float autocvar_g_vehicle_raptor_bombs_refire;
28
29 float autocvar_g_vehicle_raptor_cannon_turnspeed;
30 float autocvar_g_vehicle_raptor_cannon_turnlimit;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
32 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
33
34 float autocvar_g_vehicle_raptor_cannon_locktarget;
35 float autocvar_g_vehicle_raptor_cannon_locking_time;
36 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
37 float autocvar_g_vehicle_raptor_cannon_locked_time;
38 float autocvar_g_vehicle_raptor_cannon_predicttarget;
39
40 float autocvar_g_vehicle_raptor_cannon_cost;
41 float autocvar_g_vehicle_raptor_cannon_damage;
42 float autocvar_g_vehicle_raptor_cannon_radius;
43 float autocvar_g_vehicle_raptor_cannon_refire;
44 float autocvar_g_vehicle_raptor_cannon_speed;
45 float autocvar_g_vehicle_raptor_cannon_spread;
46 float autocvar_g_vehicle_raptor_cannon_force;
47
48 float autocvar_g_vehicle_raptor_energy;
49 float autocvar_g_vehicle_raptor_energy_regen;
50 float autocvar_g_vehicle_raptor_energy_regen_pause;
51
52 float autocvar_g_vehicle_raptor_health;
53 float autocvar_g_vehicle_raptor_health_regen;
54 float autocvar_g_vehicle_raptor_health_regen_pause;
55
56 float autocvar_g_vehicle_raptor_shield;
57 float autocvar_g_vehicle_raptor_shield_regen;
58 float autocvar_g_vehicle_raptor_shield_regen_pause;
59
60 void raptor_spawn();
61 float raptor_frame();
62 float raptor_takeoff();
63
64 .entity bomb1;
65 .entity bomb2;
66
67 float raptor_altitude(float amax)
68 {
69         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70     return vlen(self.origin - trace_endpos);
71 }
72
73
74 void raptor_bomblet_boom()
75 {
76     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
77                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
78                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
79                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
80     remove(self);
81 }
82
83 void raptor_bomblet_touch()
84 {
85     if(other == self.owner)
86         return;
87
88     PROJECTILE_TOUCH;
89     self.think = raptor_bomblet_boom;
90     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
91 }
92
93 void raptor_bomb_burst()
94 {
95     if(self.cnt > time)
96     if(autocvar_g_vehicle_raptor_bomblet_alt)
97     {
98         self.nextthink = time;
99         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
100         if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
101         {
102             UpdateCSQCProjectile(self);
103             return;
104         }
105     }
106
107     entity bomblet;
108     float i;
109
110     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
111
112     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
113     {
114         bomblet = spawn();
115         setorigin(bomblet, self.origin);
116
117         bomblet.movetype    = MOVETYPE_TOSS;
118         bomblet.touch       = raptor_bomblet_touch;
119         bomblet.think       = raptor_bomblet_boom;
120         bomblet.nextthink   = time + 5;
121         bomblet.owner       = self.owner;
122         bomblet.realowner   = self.realowner;
123         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
124
125         PROJECTILE_MAKETRIGGER(bomblet);
126         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
127     }
128
129     remove(self);
130 }
131
132 void raptor_bomb_touch()
133 {
134     raptor_bomb_burst();
135 }
136
137 void raptor_bombdrop()
138 {
139     entity bomb_1, bomb_2;
140
141     bomb_1 = spawn();
142     bomb_2 = spawn();
143
144     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
146
147     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
148     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
149     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
150     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
151     bomb_1.cnt          = bomb_2.cnt        = time + 10;
152
153     if(autocvar_g_vehicle_raptor_bomblet_alt)
154         bomb_1.nextthink = bomb_2.nextthink  = time;
155     else
156         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
157
158     bomb_1.owner     = bomb_2.owner      = self;
159     bomb_1.realowner = bomb_2.realowner  = self.owner;
160     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
161     bomb_1.gravity   = bomb_2.gravity    = 1;
162
163     PROJECTILE_MAKETRIGGER(bomb_1);
164     PROJECTILE_MAKETRIGGER(bomb_2);
165
166     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
168
169 }
170
171
172 void raptor_fire_cannon(entity gun, string tagname)
173 {
174     entity bolt;
175     vector b_org;
176     b_org = gettaginfo(gun, gettagindex(gun, tagname));
177     bolt = vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
178                            b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
179                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
180                            DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
181 }
182
183 void raptor_think()
184 {
185 }
186
187 void raptor_enter()
188 {
189     self.owner.PlayerPhysplug = raptor_takeoff;
190     self.movetype       = MOVETYPE_BOUNCEMISSILE;
191     self.solid          = SOLID_SLIDEBOX;
192     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
193     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
194     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
195     self.tur_head.exteriormodeltoclient = self.owner;
196
197     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
198     self.lip   = time;
199
200 }
201
202 void raptor_land()
203 {
204     float hgt;
205
206     hgt = raptor_altitude(512);
207     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
208     self.angles_x *= 0.95;
209     self.angles_z *= 0.95;
210
211     if(hgt < 128)
212         if(self.frame != 0)
213             self.frame = max(self.frame - 0.25, 0);
214
215     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
216     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
217
218     if(hgt < 16)
219     {
220         self.movetype   = MOVETYPE_TOSS;
221         self.think      = raptor_think;
222     }
223
224     self.nextthink  = time;
225 }
226
227 void raptor_exit(float eject)
228 {
229     vector spot;
230     self.tur_head.exteriormodeltoclient = world;
231
232     if(self.deadflag == DEAD_NO)
233     {
234         self.think      = raptor_land;
235         self.nextthink  = time;
236     }
237
238     if not (self.owner)
239         return;
240
241         makevectors(self.angles);
242         if(eject)
243         {
244             spot = self.origin + v_forward * 100 + '0 0 64';
245             spot = vehicles_findgoodexit(spot);
246             setorigin(self.owner , spot);
247             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
248         }
249         else
250         {
251             spot = self.origin - v_forward * 200 + '0 0 64';
252             spot = vehicles_findgoodexit(spot);
253             setorigin(self.owner , spot);
254         }
255         
256     self.owner = world;
257 }
258
259 float raptor_takeoff()
260 {
261     entity player, raptor;
262     
263     player = self;
264     raptor = self.vehicle;
265     self   = raptor;
266     
267     if(self.sound_nexttime < time)
268     {        
269         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
270         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
271     }   
272
273     // Takeoff sequense
274     if(raptor.frame < 25)
275     {
276         raptor.frame += 0.25;
277         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
278         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
279         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
280         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
281
282         setorigin(player, raptor.origin + '0 0 32');
283     }
284     else
285         player.PlayerPhysplug = raptor_frame;
286
287     if(self.vehicle_flags  & VHF_SHIELDREGEN)
288         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);
289
290     if(self.vehicle_flags  & VHF_HEALTHREGEN)
291         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);
292
293     if(self.vehicle_flags  & VHF_ENERGYREGEN)
294         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
295
296
297     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
298     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
299
300     VEHICLE_UPDATE_PLAYER(health, raptor);
301     VEHICLE_UPDATE_PLAYER(energy, raptor);
302     if(self.vehicle_flags & VHF_HASSHIELD)
303         VEHICLE_UPDATE_PLAYER(shield, raptor);
304
305     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
306     self = player;
307     return 1;
308 }
309
310 float raptor_frame()
311 {
312     entity player, raptor;
313     float ftmp, ftmp2;
314     vector df, ra;
315
316     player = self;
317     raptor = self.vehicle;
318     self   = raptor;
319     
320     /*
321     ftmp = vlen(self.velocity);
322     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
323         ftmp = 1;
324     else  
325         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
326     */    
327     if(self.sound_nexttime < time)
328     {        
329         self.sound_nexttime = time + 7.955812; 
330         //dprint("LEN:", ftos(soundlength("vehicles/raptor_fly.wav")), "\n");
331         //sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
332         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);        
333         //self.wait = ftmp;
334     }    
335     /*
336     else if(fabs(ftmp - self.wait) > 0.2)
337     {
338         sound (self, CHAN_VOICE, "", 1 - ftmp,   ATTN_NORM );
339         sound (self, CHAN_PLAYER, "", ftmp, ATTN_NORM);        
340         self.wait = ftmp;
341     }*/
342     
343     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
344     {
345         self = raptor;
346         vehicles_exit(VHEF_NORMAL);
347         self = player;
348         return 0;
349     }
350
351     if(raptor.deadflag != DEAD_NO)
352     {
353         self = player;
354         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
355         return 1;
356     }
357     crosshair_trace(player);
358
359
360     vector vang;
361     vang = raptor.angles;
362     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
363     vang_x *= -1;
364     df_x *= -1;
365     if(df_x > 180)  df_x -= 360;
366     if(df_x < -180) df_x += 360;
367     if(df_y > 180)  df_y -= 360;
368     if(df_y < -180) df_y += 360;
369
370     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
371     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
372     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
373
374     // Pitch
375     ftmp = 0;
376     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
377     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
378
379     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
380     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
381     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
382
383     raptor.angles_x = anglemods(raptor.angles_x);
384     raptor.angles_y = anglemods(raptor.angles_y);
385     raptor.angles_z = anglemods(raptor.angles_z);
386
387
388     if(autocvar_g_vehicle_raptor_movestyle == 1)
389         makevectors('0 1 0' * raptor.angles_y);
390     else
391         makevectors(player.v_angle);
392
393     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
394
395     if(player.movement_x != 0)
396     {
397         if(player.movement_x > 0)
398             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
399         else if(player.movement_x < 0)
400             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
401     }
402
403     if(player.movement_y != 0)
404     {
405         if(player.movement_y < 0)
406             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
407         else if(player.movement_y > 0)
408             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
409
410         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
411     }
412     else
413     {
414         raptor.angles_z *= 0.95;
415         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
416             raptor.angles_z = 0;
417     }
418
419     if(player.BUTTON_CROUCH)
420         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
421     else if (player.BUTTON_JUMP)
422         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
423
424     raptor.velocity  += df * frametime;
425     //player.velocity = player.movement  = raptor.velocity;
426     player.velocity = raptor.velocity;
427     //setorigin(player,raptor.origin + '0 0 32');
428
429     vector vf, ad;
430     // Target lock & predict
431     if(autocvar_g_vehicle_raptor_cannon_locktarget)
432     {
433
434         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
435                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
436                              autocvar_g_vehicle_raptor_cannon_locked_time);
437
438         if(self.lock_target != world)
439         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
440         if(self.lock_strength == 1)
441         {
442             float i, distance, impact_time;
443
444             vf = real_origin(raptor.lock_target);
445             ad = vf;
446             for(i = 0; i < 4; ++i)
447             {
448                 distance = vlen(ad - raptor.origin);
449                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
450                 ad = vf + raptor.lock_target.velocity * impact_time;
451             }
452             trace_endpos = ad;
453             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
454         }
455
456         if(self.lock_target)
457         {
458             if(raptor.lock_strength == 1)
459                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
460             else if(self.lock_strength > 0.5)
461                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
462             else if(self.lock_strength < 0.5)
463                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
464         }
465     }
466
467     ra = raptor.angles;
468     ra_z = 0;
469     // Aim the gunz
470     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
471     ftmp = -ftmp2;
472
473     // Gun1
474     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
475     //ad = df;
476     //vf = v_forward;
477     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
478     df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset
479     // Bind to aimspeed
480     df_x = bound(ftmp, df_x, ftmp2);
481     df_y = bound(ftmp, df_y, ftmp2);
482     // Bind to limts
483     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);
484     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
485
486     //df = vectoangles(normalize(trace_endpos - df));
487
488     //Gun 2
489     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
490     //ad += df;
491     //vf += v_forward;
492     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
493     df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset
494     // Bind to aimspeed
495     df_x = bound(ftmp, df_x, ftmp2);
496     df_y = bound(ftmp, df_y, ftmp2);
497     // Bind to limts
498     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);
499     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
500
501     /*
502     ad = ad * 0.5;
503     v_forward = vf * 0.5;
504     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
505     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
506     */
507
508     if(player.BUTTON_ATCK)
509     if(raptor.attack_finished_single <= time)
510     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
511     {
512         raptor.misc_bulletcounter += 1;
513         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
514         if(raptor.misc_bulletcounter <= 2)
515             raptor_fire_cannon(self.gun1, "fire1");
516         else if(raptor.misc_bulletcounter == 3)
517             raptor_fire_cannon(self.gun2, "fire1");
518         else
519         {
520             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
521             raptor_fire_cannon(self.gun2, "fire1");
522             raptor.misc_bulletcounter = 0;
523         }
524         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
525         self.cnt = time;
526     }
527
528     if(self.vehicle_flags  & VHF_SHIELDREGEN)
529         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);
530
531     if(self.vehicle_flags  & VHF_HEALTHREGEN)
532         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);
533
534     if(self.vehicle_flags  & VHF_ENERGYREGEN)
535         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
536
537
538     if(time > raptor.delay)
539     if(player.BUTTON_ATCK2)
540     {
541         raptor_bombdrop();
542         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
543         raptor.lip   = time;
544     }
545
546     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
547     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
548
549     VEHICLE_UPDATE_PLAYER(health, raptor);
550     VEHICLE_UPDATE_PLAYER(energy, raptor);
551     if(self.vehicle_flags & VHF_HASSHIELD)
552         VEHICLE_UPDATE_PLAYER(shield, raptor);
553
554     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
555     return 1;
556 }
557
558 void raptor_blowup()
559 {
560     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
561     pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
562
563     self.deadflag    = DEAD_DEAD;
564     self.vehicle_exit(VHEF_NORMAL);
565     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
566
567     self.alpha          = -1;
568     self.movetype       = MOVETYPE_NONE;
569     self.effects        = EF_NODRAW;
570     self.colormod       = '0 0 0';
571     self.avelocity      = '0 0 0';
572     self.velocity       = '0 0 0';
573
574     setorigin(self, self.pos1);
575     self.touch = SUB_Null;
576     self.nextthink = 0;
577 }
578
579 void raptor_diethink()
580 {
581     //self.avelocity += '0 0.5 1' * (random() * 5);
582     //self.avelocity -= '0 0.5 1' * (random() * 5);
583
584     if(random() < 0.1)
585     {
586         sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
587         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
588     }
589     self.nextthink = time + 0.1;
590 }
591
592 void raptor_die()
593 {
594     self.health       = 0;
595     self.event_damage = SUB_Null;
596     self.iscreature   = FALSE;
597     self.solid        = SOLID_CORPSE;
598     self.takedamage   = DAMAGE_NO;
599     self.deadflag     = DEAD_DYING;
600     self.movetype     = MOVETYPE_BOUNCE;
601     self.think        = raptor_diethink;
602     self.nextthink    = time;
603     
604     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
605
606     self.velocity_z += 600;
607
608     self.avelocity = '0 0.5 1' * (random() * 400);
609     self.avelocity -= '0 0.5 1' * (random() * 400);
610
611     self.colormod = '-0.5 -0.5 -0.5';
612         self.touch     = raptor_blowup;
613 }
614
615 void raptor_spawn()
616 {
617     self.frame          = 0;
618     self.vehicle_health = autocvar_g_vehicle_raptor_health;
619     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
620     self.movetype       = MOVETYPE_TOSS;
621     self.solid          = SOLID_SLIDEBOX;
622     self.vehicle_energy = 1;
623
624     self.bomb1.gun1.avelocity_y = 90;
625     self.bomb1.gun2.avelocity_y = -90;
626
627     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
628     self.delay = time;
629 }
630
631 // If we dont do this ever now and then, the raptors rotors
632 // stop working, presumably due to angle overflow. cute.
633 void raptor_rotor_anglefix()
634 {
635     self.gun1.angles_y = anglemods(self.gun1.angles_y);
636     self.gun2.angles_y = anglemods(self.gun2.angles_y);
637     self.nextthink = time + 15;
638 }
639
640 void raptor_dinit()
641 {
642     entity spinner;
643     vector ofs;
644
645     if not (vehicle_initialize(
646              "Raptor",
647              "models/vehicles/raptor.dpm",
648              "",
649              "models/vehicles/raptor_cockpit.dpm",
650              "", "tag_hud", "tag_camera",
651              HUD_RAPTOR,
652              RAPTOR_MIN, RAPTOR_MAX,
653              FALSE,
654              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
655              raptor_frame,
656              raptor_enter, raptor_exit,
657              raptor_die,   raptor_think,
658              FALSE))
659     {
660         remove(self);
661         return;
662     }
663
664     //FIXME: Camera is in a bad place in HUD model.
665     //setorigin(self.vehicle_viewport, '25 0 5');
666
667     self.frame = 0;
668
669     self.bomb1 = spawn();
670     self.bomb2 = spawn();
671     self.gun1  = spawn();
672     self.gun2  = spawn();
673
674     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
675     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
676     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
677     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
678     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
679
680     setattachment(self.bomb1, self,"bombmount_left");
681     setattachment(self.bomb2, self,"bombmount_right");
682     setattachment(self.tur_head, self,"root");
683
684
685     // FIXME Guns mounts to angled bones
686     self.bomb1.angles = self.angles;
687     self.angles = '0 0 0';
688     // This messes up gun-aim, so work arround it.
689     //setattachment(self.gun1, self, "gunmount_left");
690     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
691     ofs -= self.origin;
692     setattachment(self.gun1, self, "");
693     setorigin(self.gun1, ofs);
694
695     //setattachment(self.gun2, self, "gunmount_right");
696     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
697     ofs -= self.origin;
698     setattachment(self.gun2, self, "");
699     setorigin(self.gun2, ofs);
700
701     self.angles = self.bomb1.angles;
702     self.bomb1.angles = '0 0 0';
703
704     spinner = spawn();
705     spinner.owner = self;
706     setmodel(spinner,"models/vehicles/spinner.dpm");
707     setattachment(spinner, self, "engine_left");
708     spinner.movetype = MOVETYPE_NOCLIP;
709     spinner.avelocity = '0 90 0';
710     self.bomb1.gun1 = spinner;
711
712     spinner = spawn();
713     spinner.owner = self;
714     setmodel(spinner,"models/vehicles/spinner.dpm");
715     setattachment(spinner, self, "engine_right");
716     spinner.movetype = MOVETYPE_NOCLIP;
717     spinner.avelocity = '0 -90 0';
718     self.bomb1.gun2 = spinner;
719
720     // Sigh.
721     self.bomb1.think = raptor_rotor_anglefix;
722     self.bomb1.nextthink = time;
723
724     self.mass               = 1 ;
725 }
726
727 void spawnfunc_vehicle_raptor()
728 {
729     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
730     
731     
732
733     if(autocvar_g_vehicle_raptor_shield)
734         self.vehicle_flags |= VHF_HASSHIELD;
735
736     if(autocvar_g_vehicle_raptor_shield_regen)
737         self.vehicle_flags |= VHF_SHIELDREGEN;
738
739     if(autocvar_g_vehicle_raptor_health_regen)
740         self.vehicle_flags |= VHF_HEALTHREGEN;
741
742     if(autocvar_g_vehicle_raptor_energy_regen)
743         self.vehicle_flags |= VHF_ENERGYREGEN;
744
745     precache_model ("models/vehicles/raptor.dpm");
746     precache_model ("models/vehicles/raptor_gun.dpm");
747     precache_model ("models/vehicles/spinner.dpm");
748     precache_model ("models/vehicles/raptor_cockpit.dpm");
749     precache_model ("models/vehicles/clusterbomb.md3");
750     precache_model ("models/vehicles/clusterbomb_folded.md3");
751     precache_model ("models/vehicles/raptor_body.dpm");
752     precache_sound ("vehicles/raptor_fly.wav");
753     precache_sound ("vehicles/raptor_speed.wav");
754     
755     self.think = raptor_dinit;
756     self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
757 }
758 #endif // SVQC