6 #define RAPTOR_MIN '-80 -80 0'
7 #define RAPTOR_MAX '80 80 70'
10 float autocvar_g_vehicle_raptor;
12 float autocvar_g_vehicle_raptor_respawntime;
13 float autocvar_g_vehicle_raptor_takeofftime;
15 float autocvar_g_vehicle_raptor_movestyle;
16 float autocvar_g_vehicle_raptor_turnspeed;
17 float autocvar_g_vehicle_raptor_pitchspeed;
18 float autocvar_g_vehicle_raptor_pitchlimit;
20 float autocvar_g_vehicle_raptor_speed_forward;
21 float autocvar_g_vehicle_raptor_speed_strafe;
22 float autocvar_g_vehicle_raptor_speed_up;
23 float autocvar_g_vehicle_raptor_speed_down;
24 float autocvar_g_vehicle_raptor_friction;
26 float autocvar_g_vehicle_raptor_bomblets;
27 float autocvar_g_vehicle_raptor_bomblet_alt;
28 float autocvar_g_vehicle_raptor_bomblet_time;
29 float autocvar_g_vehicle_raptor_bomblet_damage;
30 float autocvar_g_vehicle_raptor_bomblet_spread;
31 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
32 float autocvar_g_vehicle_raptor_bomblet_radius;
33 float autocvar_g_vehicle_raptor_bomblet_force;
34 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
35 float autocvar_g_vehicle_raptor_bombs_refire;
37 float autocvar_g_vehicle_raptor_flare_refire;
38 float autocvar_g_vehicle_raptor_flare_lifetime;
39 float autocvar_g_vehicle_raptor_flare_chase;
40 float autocvar_g_vehicle_raptor_flare_range;
42 float autocvar_g_vehicle_raptor_cannon_turnspeed;
43 float autocvar_g_vehicle_raptor_cannon_turnlimit;
44 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
45 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
47 float autocvar_g_vehicle_raptor_cannon_locktarget;
48 float autocvar_g_vehicle_raptor_cannon_locking_time;
49 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
50 float autocvar_g_vehicle_raptor_cannon_locked_time;
51 float autocvar_g_vehicle_raptor_cannon_predicttarget;
53 float autocvar_g_vehicle_raptor_cannon_cost;
54 float autocvar_g_vehicle_raptor_cannon_damage;
55 float autocvar_g_vehicle_raptor_cannon_radius;
56 float autocvar_g_vehicle_raptor_cannon_refire;
57 float autocvar_g_vehicle_raptor_cannon_speed;
58 float autocvar_g_vehicle_raptor_cannon_spread;
59 float autocvar_g_vehicle_raptor_cannon_force;
61 float autocvar_g_vehicle_raptor_energy;
62 float autocvar_g_vehicle_raptor_energy_regen;
63 float autocvar_g_vehicle_raptor_energy_regen_pause;
65 float autocvar_g_vehicle_raptor_health;
66 float autocvar_g_vehicle_raptor_health_regen;
67 float autocvar_g_vehicle_raptor_health_regen_pause;
69 float autocvar_g_vehicle_raptor_shield;
70 float autocvar_g_vehicle_raptor_shield_regen;
71 float autocvar_g_vehicle_raptor_shield_regen_pause;
73 float autocvar_g_vehicle_raptor_blowup_radius;
74 float autocvar_g_vehicle_raptor_blowup_coredamage;
75 float autocvar_g_vehicle_raptor_blowup_edgedamage;
76 float autocvar_g_vehicle_raptor_blowup_forceintensity;
78 float autocvar_g_vehicle_raptor_bouncefactor;
79 float autocvar_g_vehicle_raptor_bouncestop;
80 vector autocvar_g_vehicle_raptor_bouncepain;
82 void raptor_spawn(float);
84 float raptor_takeoff();
89 float raptor_altitude(float amax)
91 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
92 return vlen(self.origin - trace_endpos);
96 void raptor_bomblet_boom()
98 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
99 autocvar_g_vehicle_raptor_bomblet_edgedamage,
100 autocvar_g_vehicle_raptor_bomblet_radius, world, world,
101 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
105 void raptor_bomblet_touch()
107 if(other == self.owner)
111 self.think = raptor_bomblet_boom;
112 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
115 void raptor_bomb_burst()
118 if(autocvar_g_vehicle_raptor_bomblet_alt)
120 self.nextthink = time;
121 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
122 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
124 UpdateCSQCProjectile(self);
132 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
134 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
137 setorigin(bomblet, self.origin);
139 bomblet.movetype = MOVETYPE_TOSS;
140 bomblet.touch = raptor_bomblet_touch;
141 bomblet.think = raptor_bomblet_boom;
142 bomblet.nextthink = time + 5;
143 bomblet.owner = self.owner;
144 bomblet.realowner = self.realowner;
145 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
147 PROJECTILE_MAKETRIGGER(bomblet);
148 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
154 void raptor_bombdrop()
156 entity bomb_1, bomb_2;
161 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
162 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
164 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
165 bomb_1.velocity = bomb_2.velocity = self.velocity;
166 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
167 bomb_1.think = bomb_2.think = raptor_bomb_burst;
168 bomb_1.cnt = bomb_2.cnt = time + 10;
170 if(autocvar_g_vehicle_raptor_bomblet_alt)
171 bomb_1.nextthink = bomb_2.nextthink = time;
173 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
175 bomb_1.owner = bomb_2.owner = self;
176 bomb_1.realowner = bomb_2.realowner = self.owner;
177 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
178 bomb_1.gravity = bomb_2.gravity = 1;
180 PROJECTILE_MAKETRIGGER(bomb_1);
181 PROJECTILE_MAKETRIGGER(bomb_2);
183 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
184 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
188 void raptor_fire_cannon(entity gun, string tagname)
190 vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
191 gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
192 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
193 DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner);
202 self.vehicle_weapon2mode = RSM_BOMB;
203 self.owner.PlayerPhysplug = raptor_takeoff;
204 self.movetype = MOVETYPE_BOUNCEMISSILE;
205 self.solid = SOLID_SLIDEBOX;
206 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
207 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
208 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
209 self.tur_head.exteriormodeltoclient = self.owner;
211 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
214 if(self.owner.flagcarried)
215 setorigin(self.owner.flagcarried, '-20 0 96');
217 CSQCVehicleSetup(self.owner, 0);
224 hgt = raptor_altitude(512);
225 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
226 self.angles_x *= 0.95;
227 self.angles_z *= 0.95;
231 self.frame = (hgt / 128) * 25;
233 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
234 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
238 self.movetype = MOVETYPE_TOSS;
239 self.think = raptor_think;
243 self.nextthink = time;
246 void raptor_exit(float eject)
249 self.tur_head.exteriormodeltoclient = world;
251 if(self.deadflag == DEAD_NO)
253 self.think = raptor_land;
254 self.nextthink = time;
260 makevectors(self.angles);
263 spot = self.origin + v_forward * 100 + '0 0 64';
264 spot = vehicles_findgoodexit(spot);
265 setorigin(self.owner , spot);
266 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
267 self.owner.oldvelocity = self.owner.velocity;
271 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
273 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
274 self.owner.velocity_z += 200;
275 spot = self.origin + v_forward * 32 + '0 0 64';
276 spot = vehicles_findgoodexit(spot);
280 self.owner.velocity = self.velocity * 0.5;
281 self.owner.velocity_z += 10;
282 spot = self.origin - v_forward * 200 + '0 0 64';
283 spot = vehicles_findgoodexit(spot);
285 self.owner.oldvelocity = self.owner.velocity;
286 setorigin(self.owner , spot);
289 antilag_clear(self.owner);
293 float raptor_takeoff()
295 entity player, raptor;
298 raptor = self.vehicle;
300 if(self.sound_nexttime < time)
302 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
303 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
307 if(raptor.frame < 25)
309 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
310 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
311 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
312 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
313 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
315 setorigin(player, raptor.origin + '0 0 32');
318 player.PlayerPhysplug = raptor_frame;
320 if(self.vehicle_flags & VHF_SHIELDREGEN)
321 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
323 if(self.vehicle_flags & VHF_HEALTHREGEN)
324 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
326 if(self.vehicle_flags & VHF_ENERGYREGEN)
327 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
330 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
331 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
333 VEHICLE_UPDATE_PLAYER(player, health, raptor);
334 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
335 if(self.vehicle_flags & VHF_HASSHIELD)
336 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
338 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
343 void raptor_flare_touch()
348 void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
350 self.health -= damage;
355 void raptor_flare_think()
357 self.nextthink = time + 0.1;
358 entity _missile = findchainentity(enemy, self.owner);
361 if(_missile.flags & FL_PROJECTILE)
362 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
363 if(random() > autocvar_g_vehicle_raptor_flare_chase)
364 _missile.enemy = self;
365 _missile = _missile.chain;
368 if(self.tur_impacttime < time)
374 entity player, raptor;
378 if(intermission_running)
382 raptor = self.vehicle;
384 vehicles_painframe();
386 ftmp = vlen(self.velocity);
387 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
390 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
393 if(self.sound_nexttime < time)
395 self.sound_nexttime = time + 7.955812;
396 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTEN_NORM );
397 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
401 else if(fabs(ftmp - self.wait) > 0.2)
403 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTEN_NORM );
404 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
409 if(raptor.deadflag != DEAD_NO)
412 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
415 crosshair_trace(player);
418 vang = raptor.angles;
419 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
422 if(df_x > 180) df_x -= 360;
423 if(df_x < -180) df_x += 360;
424 if(df_y > 180) df_y -= 360;
425 if(df_y < -180) df_y += 360;
427 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
428 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
429 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
433 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
434 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
436 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
437 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
438 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
440 raptor.angles_x = anglemods(raptor.angles_x);
441 raptor.angles_y = anglemods(raptor.angles_y);
442 raptor.angles_z = anglemods(raptor.angles_z);
444 if(autocvar_g_vehicle_raptor_movestyle == 1)
445 makevectors('0 1 0' * raptor.angles_y);
447 makevectors(player.v_angle);
449 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
451 if(player.movement_x != 0)
453 if(player.movement_x > 0)
454 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
455 else if(player.movement_x < 0)
456 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
459 if(player.movement_y != 0)
461 if(player.movement_y < 0)
462 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
463 else if(player.movement_y > 0)
464 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
466 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
470 raptor.angles_z *= 0.95;
471 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
475 if(player.BUTTON_CROUCH)
476 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
477 else if (player.BUTTON_JUMP)
478 df += v_up * autocvar_g_vehicle_raptor_speed_up;
480 raptor.velocity += df * frametime;
481 player.velocity = player.movement = raptor.velocity;
482 setorigin(player, raptor.origin + '0 0 32');
485 // Target lock & predict
486 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
488 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
489 raptor.gun1.enemy = world;
492 if(trace_ent.movetype)
493 if(trace_ent.takedamage)
494 if(!trace_ent.deadflag)
498 if(trace_ent.team != player.team)
500 raptor.gun1.enemy = trace_ent;
501 raptor.gun1.lock_time = time + 5;
506 raptor.gun1.enemy = trace_ent;
507 raptor.gun1.lock_time = time + 0.5;
511 if(raptor.gun1.enemy)
513 float i, distance, impact_time;
515 vf = real_origin(raptor.gun1.enemy);
516 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
517 vector _vel = raptor.gun1.enemy.velocity;
518 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
521 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
524 for(i = 0; i < 4; ++i)
526 distance = vlen(ad - player.origin);
527 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
528 ad = vf + _vel * impact_time;
536 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
539 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
540 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
541 autocvar_g_vehicle_raptor_cannon_locked_time);
543 if(self.lock_target != world)
544 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
545 if(self.lock_strength == 1)
547 float i, distance, impact_time;
549 vf = real_origin(raptor.lock_target);
551 for(i = 0; i < 4; ++i)
553 distance = vlen(ad - raptor.origin);
554 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
555 ad = vf + raptor.lock_target.velocity * impact_time;
562 if(raptor.lock_strength == 1)
563 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
564 else if(self.lock_strength > 0.5)
565 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
566 else if(self.lock_strength < 0.5)
567 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
572 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
573 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
574 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
576 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
577 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
578 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
582 v_forward = vf * 0.5;
583 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
584 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
587 if(player.BUTTON_ATCK)
588 if(raptor.attack_finished_single <= time)
589 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
591 raptor.misc_bulletcounter += 1;
592 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
593 if(raptor.misc_bulletcounter <= 2)
594 raptor_fire_cannon(self.gun1, "fire1");
595 else if(raptor.misc_bulletcounter == 3)
596 raptor_fire_cannon(self.gun2, "fire1");
599 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
600 raptor_fire_cannon(self.gun2, "fire1");
601 raptor.misc_bulletcounter = 0;
603 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
607 if(self.vehicle_flags & VHF_SHIELDREGEN)
608 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
610 if(self.vehicle_flags & VHF_HEALTHREGEN)
611 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
613 if(self.vehicle_flags & VHF_ENERGYREGEN)
614 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
616 if(raptor.vehicle_weapon2mode == RSM_BOMB)
618 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
619 if(player.BUTTON_ATCK2)
622 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
628 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
629 if(player.BUTTON_ATCK2)
634 for(i = 0; i < 3; ++i)
637 setmodel(_flare, "models/runematch/rune.mdl");
638 _flare.effects = EF_LOWPRECISION | EF_FLAME;
640 setorigin(_flare, self.origin - '0 0 16');
641 _flare.movetype = MOVETYPE_TOSS;
642 _flare.gravity = 0.15;
643 _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
644 _flare.think = raptor_flare_think;
645 _flare.nextthink = time;
646 _flare.owner = raptor;
647 _flare.solid = SOLID_CORPSE;
648 _flare.takedamage = DAMAGE_YES;
649 _flare.event_damage = raptor_flare_damage;
651 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
652 _flare.touch = raptor_flare_touch;
654 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
659 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
660 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
662 if(self.bomb1.cnt < time)
664 entity _missile = findchainentity(enemy, raptor);
665 float _incomming = 0;
668 if(_missile.flags & FL_PROJECTILE)
669 if(MISSILE_IS_TRACKING(_missile))
670 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
673 _missile = _missile.chain;
677 sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
679 self.bomb1.cnt = time + 1;
683 VEHICLE_UPDATE_PLAYER(player, health, raptor);
684 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
685 if(self.vehicle_flags & VHF_HASSHIELD)
686 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
688 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
696 self.deadflag = DEAD_DEAD;
697 self.vehicle_exit(VHEF_NORMAL);
699 RadiusDamage(self, self.enemy, autocvar_g_vehicle_raptor_blowup_coredamage,
700 autocvar_g_vehicle_raptor_blowup_edgedamage,
701 autocvar_g_vehicle_raptor_blowup_radius, world, world,
702 autocvar_g_vehicle_raptor_blowup_forceintensity, DEATH_VH_RAPT_DEATH, world);
705 self.movetype = MOVETYPE_NONE;
706 self.effects = EF_NODRAW;
707 self.colormod = '0 0 0';
708 self.avelocity = '0 0 0';
709 self.velocity = '0 0 0';
711 setorigin(self, self.pos1);
712 self.touch = func_null;
716 void raptor_diethink()
718 if(time >= self.wait)
719 self.think = raptor_blowup;
723 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
724 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
726 self.nextthink = time + 0.1;
732 self.event_damage = func_null;
733 self.solid = SOLID_CORPSE;
734 self.takedamage = DAMAGE_NO;
735 self.deadflag = DEAD_DYING;
736 self.movetype = MOVETYPE_BOUNCE;
737 self.think = raptor_diethink;
738 self.nextthink = time;
739 self.wait = time + 5 + (random() * 5);
741 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
743 self.velocity_z += 600;
745 self.avelocity = '0 0.5 1' * (random() * 400);
746 self.avelocity -= '0 0.5 1' * (random() * 400);
748 self.colormod = '-0.5 -0.5 -0.5';
749 self.touch = raptor_blowup;
754 if(autocvar_g_vehicle_raptor_bouncepain_x)
755 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
758 // If we dont do this ever now and then, the raptors rotors
759 // stop working, presumably due to angle overflow. cute.
760 void raptor_rotor_anglefix()
762 self.gun1.angles_y = anglemods(self.gun1.angles_y);
763 self.gun2.angles_y = anglemods(self.gun2.angles_y);
764 self.nextthink = time + 15;
767 float raptor_impulse(float _imp)
774 self.vehicle.vehicle_weapon2mode += 1;
775 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
776 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
778 CSQCVehicleSetup(self, 0);
783 self.vehicle.vehicle_weapon2mode -= 1;
784 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
785 self.vehicle.vehicle_weapon2mode = RSM_LAST;
787 CSQCVehicleSetup(self, 0);
791 case 17: // toss gun, could be used to exit?
793 case 20: // Manual minigun reload?
800 void raptor_spawn(float _f)
807 //FIXME: Camera is in a bad place in HUD model.
808 //setorigin(self.vehicle_viewport, '25 0 5');
810 self.vehicles_impulse = raptor_impulse;
814 self.bomb1 = spawn();
815 self.bomb2 = spawn();
819 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
820 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
821 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
822 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
823 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
825 setattachment(self.bomb1, self, "bombmount_left");
826 setattachment(self.bomb2, self, "bombmount_right");
827 setattachment(self.tur_head, self,"root");
829 // FIXMODEL Guns mounts to angled bones
830 self.bomb1.angles = self.angles;
831 self.angles = '0 0 0';
832 // This messes up gun-aim, so work arround it.
833 //setattachment(self.gun1, self, "gunmount_left");
834 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
836 setattachment(self.gun1, self, "");
837 setorigin(self.gun1, ofs);
839 //setattachment(self.gun2, self, "gunmount_right");
840 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
842 setattachment(self.gun2, self, "");
843 setorigin(self.gun2, ofs);
845 self.angles = self.bomb1.angles;
846 self.bomb1.angles = '0 0 0';
849 spinner.owner = self;
850 setmodel(spinner,"models/vehicles/spinner.dpm");
851 setattachment(spinner, self, "engine_left");
852 spinner.movetype = MOVETYPE_NOCLIP;
853 spinner.avelocity = '0 90 0';
854 self.bomb1.gun1 = spinner;
857 spinner.owner = self;
858 setmodel(spinner,"models/vehicles/spinner.dpm");
859 setattachment(spinner, self, "engine_right");
860 spinner.movetype = MOVETYPE_NOCLIP;
861 spinner.avelocity = '0 -90 0';
862 self.bomb1.gun2 = spinner;
865 self.bomb1.think = raptor_rotor_anglefix;
866 self.bomb1.nextthink = time;
873 self.vehicle_health = autocvar_g_vehicle_raptor_health;
874 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
875 self.movetype = MOVETYPE_TOSS;
876 self.solid = SOLID_SLIDEBOX;
877 self.vehicle_energy = 1;
879 self.bomb1.gun1.avelocity_y = 90;
880 self.bomb1.gun2.avelocity_y = -90;
882 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
885 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
886 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
887 self.vehicle_impact = raptor_impact;
888 self.damageforcescale = 0.25;
891 void spawnfunc_vehicle_raptor()
893 if(!autocvar_g_vehicle_raptor)
899 self.vehicle_flags |= VHF_DMGSHAKE;
900 self.vehicle_flags |= VHF_DMGROLL;
902 if(autocvar_g_vehicle_raptor_shield)
903 self.vehicle_flags |= VHF_HASSHIELD;
905 if(autocvar_g_vehicle_raptor_shield_regen)
906 self.vehicle_flags |= VHF_SHIELDREGEN;
908 if(autocvar_g_vehicle_raptor_health_regen)
909 self.vehicle_flags |= VHF_HEALTHREGEN;
911 if(autocvar_g_vehicle_raptor_energy_regen)
912 self.vehicle_flags |= VHF_ENERGYREGEN;
914 precache_model ("models/vehicles/raptor.dpm");
915 precache_model ("models/vehicles/raptor_gun.dpm");
916 precache_model ("models/vehicles/spinner.dpm");
917 precache_model ("models/vehicles/raptor_cockpit.dpm");
918 //precache_model ("models/vehicles/clusterbomb.md3");
919 precache_model ("models/vehicles/clusterbomb_folded.md3");
920 precache_model ("models/vehicles/raptor_body.dpm");
922 precache_sound ("vehicles/raptor_fly.wav");
923 precache_sound ("vehicles/raptor_speed.wav");
924 precache_sound ("vehicles/missile_alarm.wav");
926 if(!vehicle_initialize(
928 "models/vehicles/raptor.dpm",
930 "models/vehicles/raptor_cockpit.dpm",
931 "", "tag_hud", "tag_camera",
933 RAPTOR_MIN, RAPTOR_MAX,
935 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
937 raptor_enter, raptor_exit,
938 raptor_die, raptor_think,
940 autocvar_g_vehicle_raptor_health,
941 autocvar_g_vehicle_raptor_shield))