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;
45 float autocvar_g_vehicle_raptor_cannon_force;
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;
61 float raptor_takeoff();
66 //#define RAPTOR_RETARDCAMERA
68 float raptor_altitude(float amax)
70 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
71 return vlen(self.origin - trace_endpos);
75 void raptor_bomblet_boom()
77 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
78 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
79 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
80 autocvar_g_vehicle_raptor_bomblet_edgedamage,
81 autocvar_g_vehicle_raptor_bomblet_radius, world,
82 autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
86 void raptor_bomblet_touch()
88 if(other == self.owner)
92 self.think = raptor_bomblet_boom;
93 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
96 void raptor_bomb_burst()
99 if(autocvar_g_vehicle_raptor_bomblet_alt)
101 self.nextthink = time;
102 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
103 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
105 UpdateCSQCProjectile(self);
113 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
114 pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, self.velocity, 1);
116 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
119 setorigin(bomblet, self.origin);
121 bomblet.movetype = MOVETYPE_TOSS;
122 bomblet.touch = raptor_bomblet_touch;
123 bomblet.think = raptor_bomblet_boom;
124 bomblet.nextthink = time + 5;
125 bomblet.owner = self.owner;
126 bomblet.realowner = self.realowner;
127 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
129 PROJECTILE_MAKETRIGGER(bomblet);
130 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
136 void raptor_bomb_touch()
141 void raptor_bombdrop()
143 entity bomb_1, bomb_2;
145 //self.bomb1.alpha = 0;
146 //self.bomb2.alpha = 0;
151 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
152 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
154 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
155 bomb_1.velocity = bomb_2.velocity = self.velocity;
156 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
157 bomb_1.think = bomb_2.think = raptor_bomb_burst;
158 bomb_1.cnt = bomb_2.cnt = time + 10;
160 if(autocvar_g_vehicle_raptor_bomblet_alt)
161 bomb_1.nextthink = bomb_2.nextthink = time;
163 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
165 bomb_1.owner = bomb_2.owner = self;
166 bomb_1.realowner = bomb_2.realowner = self.owner;
167 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
168 bomb_1.gravity = bomb_2.gravity = 1;
170 PROJECTILE_MAKETRIGGER(bomb_1);
171 PROJECTILE_MAKETRIGGER(bomb_2);
173 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
174 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179 void raptor_fire_cannon(entity gun, string tagname)
183 b_org = gettaginfo(gun, gettagindex(gun, tagname));
184 bolt = vehicles_projectile("raptor_cannon_impact", "weapons/laserimpact.wav", "raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
185 b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
186 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
187 DEATH_WAKIGUN, PROJECTILE_RAPTORCANNON, 0);
196 self.owner.PlayerPhysplug = raptor_takeoff;
197 self.movetype = MOVETYPE_FLY;
198 self.solid = SOLID_BBOX;
199 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
200 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
201 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
202 self.tur_head.exteriormodeltoclient = self.owner;
204 #ifdef RAPTOR_RETARDCAMERA
205 setorigin(self.vehicle_viewport, self.origin);
213 hgt = raptor_altitude(512);
214 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
215 self.angles_x *= 0.95;
216 self.angles_z *= 0.95;
220 self.frame = max(self.frame - 0.25, 0);
222 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
223 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
227 self.movetype = MOVETYPE_TOSS;
228 self.think = raptor_think;
231 self.nextthink = time;
234 void raptor_exit(float eject)
236 self.tur_head.exteriormodeltoclient = world;
238 if(self.deadflag == DEAD_NO)
240 self.think = raptor_land;
241 self.nextthink = time;
247 makevectors(self.angles);
250 setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
251 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
254 setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
259 float raptor_takeoff()
261 entity player, raptor;
264 raptor = self.vehicle;
268 if(raptor.frame < 25)
270 raptor.frame += 0.25;
271 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
272 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
273 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
274 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
276 setorigin(player, raptor.origin + '0 0 32');
279 player.PlayerPhysplug = raptor_frame;
281 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
288 entity player, raptor;
293 raptor = self.vehicle;
296 if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
299 vehicles_exit(VHEF_NORMAL);
304 if(raptor.deadflag != DEAD_NO)
307 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
313 crosshair_trace(player);
315 #if VEHICLES_VIEWROTATE_CROSSHAIR
316 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
317 if(df_x > 180) df_x -= 360;
318 if(df_x < -180) df_x += 360;
319 if(df_y > 180) df_y -= 360;
320 if(df_y < -180) df_y += 360;
323 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
324 ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
327 //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
328 raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
331 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
332 ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
334 //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
335 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
338 vang = raptor.angles;
339 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
342 if(df_x > 180) df_x -= 360;
343 if(df_x < -180) df_x += 360;
344 if(df_y > 180) df_y -= 360;
345 if(df_y < -180) df_y += 360;
347 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
348 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
349 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
353 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
354 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
356 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
357 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
358 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
360 raptor.angles_x = anglemods(raptor.angles_x);
361 raptor.angles_y = anglemods(raptor.angles_y);
362 raptor.angles_z = anglemods(raptor.angles_z);
366 if(autocvar_g_vehicle_raptor_movestyle == 1)
367 makevectors('0 1 0' * raptor.angles_y);
369 makevectors(player.v_angle);
371 #ifdef RAPTOR_RETARDCAMERA
373 spd = vlen(self.velocity) + 0.01;
374 back = spd / autocvar_g_vehicle_raptor_speed_forward;
382 setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
385 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
387 if(player.movement_x != 0)
389 if(player.movement_x > 0)
390 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
391 else if(player.movement_x < 0)
392 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
395 if(player.movement_y != 0)
397 if(player.movement_y < 0)
398 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
399 else if(player.movement_y > 0)
400 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
402 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
406 raptor.angles_z *= 0.95;
407 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
411 if(player.BUTTON_CROUCH)
412 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
413 else if (player.BUTTON_JUMP)
414 df += v_up * autocvar_g_vehicle_raptor_speed_up;
416 raptor.velocity += df * frametime;
417 player.velocity = player.movement = raptor.velocity;
418 setorigin(player,raptor.origin + '0 0 32');
421 // Target lock & predict
422 if(autocvar_g_vehicle_raptor_cannon_locktarget)
425 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
426 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
427 autocvar_g_vehicle_raptor_cannon_locked_time);
429 if(self.lock_target != world)
430 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
431 if(self.lock_strength == 1)
433 float i, distance, impact_time;
435 vf = real_origin(raptor.lock_target);
437 for(i = 0; i < 4; ++i)
439 distance = vlen(ad - raptor.origin);
440 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
441 ad = vf + raptor.lock_target.velocity * impact_time;
444 //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
449 if(raptor.lock_strength == 1)
450 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
451 else if(self.lock_strength > 0.5)
452 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
453 else if(self.lock_strength < 0.5)
454 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
459 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
463 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
466 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
467 df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset
469 df_x = bound(ftmp, df_x, ftmp2);
470 df_y = bound(ftmp, df_y, ftmp2);
472 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);
473 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
475 //df = vectoangles(normalize(trace_endpos - df));
478 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
481 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
482 df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset
484 df_x = bound(ftmp, df_x, ftmp2);
485 df_y = bound(ftmp, df_y, ftmp2);
487 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);
488 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
492 v_forward = vf * 0.5;
493 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
494 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
497 if(player.BUTTON_ATCK)
498 if(raptor.attack_finished_single <= time)
499 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
501 raptor.misc_bulletcounter += 1;
502 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
503 if(raptor.misc_bulletcounter <= 2)
504 raptor_fire_cannon(self.gun1, "fire1");
505 else if(raptor.misc_bulletcounter == 3)
506 raptor_fire_cannon(self.gun2, "fire1");
509 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
510 raptor_fire_cannon(self.gun2, "fire1");
511 raptor.misc_bulletcounter = 0;
513 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
517 if(self.vehicle_flags & VHF_SHIELDREGEN)
518 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);
520 if(self.vehicle_flags & VHF_HEALTHREGEN)
521 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);
523 if(self.vehicle_flags & VHF_ENERGYREGEN)
524 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
527 if(time > raptor.delay)
528 if(player.BUTTON_ATCK2)
531 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
535 player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
536 raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
538 VEHICLE_UPDATE_PLAYER(health, raptor);
539 VEHICLE_UPDATE_PLAYER(energy, raptor);
540 if(self.vehicle_flags & VHF_HASSHIELD)
541 VEHICLE_UPDATE_PLAYER(shield, raptor);
545 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
551 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
552 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
554 self.deadflag = DEAD_DEAD;
555 self.vehicle_exit(VHEF_NORMAL);
556 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
559 self.movetype = MOVETYPE_NONE;
560 self.effects = EF_NODRAW;
561 self.colormod = '0 0 0';
562 self.avelocity = '0 0 0';
563 self.velocity = '0 0 0';
565 setorigin(self, self.pos1);
566 self.touch = SUB_Null;
572 self.event_damage = SUB_Null;
573 self.iscreature = FALSE;
574 self.solid = SOLID_CORPSE;
575 self.takedamage = DAMAGE_NO;
576 self.deadflag = DEAD_DYING;
577 self.movetype = MOVETYPE_BOUNCE;
579 pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
581 self.velocity_z += 128;
584 self.avelocity_z = 45 + random() * 270;
586 self.avelocity_z = -45 + random() * -270;
588 self.colormod = '-0.5 -0.5 -0.5';
589 self.touch = raptor_blowup;
595 self.vehicle_health = autocvar_g_vehicle_raptor_health;
596 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
597 self.movetype = MOVETYPE_TOSS;
598 self.solid = SOLID_BBOX;
599 self.vehicle_energy = 1;
601 self.bomb1.gun1.avelocity_y = 90;
602 self.bomb1.gun2.avelocity_y = -90;
604 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
608 // If we dont do this ever now and then, the raptors rotors
609 // stop working, presumably due to angle overflow. cute.
610 void raptor_rotor_anglefix()
612 self.gun1.angles_y = anglemods(self.gun1.angles_y);
613 self.gun2.angles_y = anglemods(self.gun2.angles_y);
614 self.nextthink = time + 15;
622 if not (vehicle_initialize(
624 "models/vehicles/raptor.dpm",
626 "models/vehicles/raptor_cockpit.dpm",
627 "", "tag_hud", "tag_camera",
629 RAPTOR_MIN, RAPTOR_MAX,
631 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
633 raptor_enter, raptor_exit,
634 raptor_die, raptor_think))
640 //FIXME: Camera is in a bad place in HUD model.
641 //setorigin(self.vehicle_viewport, '25 0 5');
645 self.bomb1 = spawn();
646 self.bomb2 = spawn();
650 #ifdef RAPTOR_RETARDCAMERA
651 setattachment(self.vehicle_viewport, world, "");
654 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
655 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
656 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
657 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
658 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
660 setattachment(self.bomb1, self,"bombmount_left");
661 setattachment(self.bomb2, self,"bombmount_right");
662 setattachment(self.tur_head, self,"root");
665 // FIXME Guns mounts to angled bones
666 self.bomb1.angles = self.angles;
667 self.angles = '0 0 0';
668 // This messes up gun-aim, so work arround it.
669 //setattachment(self.gun1, self, "gunmount_left");
670 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
672 setattachment(self.gun1, self, "");
673 setorigin(self.gun1, ofs);
675 //setattachment(self.gun2, self, "gunmount_right");
676 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
678 setattachment(self.gun2, self, "");
679 setorigin(self.gun2, ofs);
681 self.angles = self.bomb1.angles;
682 self.bomb1.angles = '0 0 0';
685 spinner.owner = self;
686 setmodel(spinner,"models/vehicles/spinner.dpm");
687 setattachment(spinner, self, "engine_left");
688 spinner.movetype = MOVETYPE_NOCLIP;
689 spinner.avelocity = '0 90 0';
690 self.bomb1.gun1 = spinner;
693 spinner.owner = self;
694 setmodel(spinner,"models/vehicles/spinner.dpm");
695 setattachment(spinner, self, "engine_right");
696 spinner.movetype = MOVETYPE_NOCLIP;
697 spinner.avelocity = '0 -90 0';
698 self.bomb1.gun2 = spinner;
701 self.bomb1.think = raptor_rotor_anglefix;
702 self.bomb1.nextthink = time;
707 void spawnfunc_vehicle_raptor()
709 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
711 if(autocvar_g_vehicle_raptor_shield)
712 self.vehicle_flags |= VHF_HASSHIELD;
714 if(autocvar_g_vehicle_raptor_shield_regen)
715 self.vehicle_flags |= VHF_SHIELDREGEN;
717 if(autocvar_g_vehicle_raptor_health_regen)
718 self.vehicle_flags |= VHF_HEALTHREGEN;
720 if(autocvar_g_vehicle_raptor_energy_regen)
721 self.vehicle_flags |= VHF_ENERGYREGEN;
723 precache_model ("models/vehicles/raptor.dpm");
724 precache_model ("models/vehicles/raptor_gun.dpm");
725 precache_model ("models/vehicles/spinner.dpm");
726 precache_model ("models/vehicles/raptor_cockpit.dpm");
727 precache_model ("models/vehicles/clusterbomb.md3");
728 precache_model ("models/vehicles/clusterbomb_folded.md3");
729 precache_model ("models/vehicles/raptor_body.dpm");
731 self.think = raptor_dinit;
732 self.nextthink = time + 1;