1 #ifdef REGISTER_VEHICLE
4 /* function */ v_raptor,
5 /* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL,
6 /* mins,maxs */ '-80 -80 0', '80 80 70',
7 /* model */ "models/vehicles/raptor.dpm",
9 /* hud_model */ "models/vehicles/raptor_cockpit.dpm",
10 /* tags */ "", "tag_hud", "tag_camera",
11 /* netname */ "raptor",
12 /* fullname */ _("Raptor")
17 bool autocvar_g_vehicle_raptor;
19 float autocvar_g_vehicle_raptor_respawntime;
20 float autocvar_g_vehicle_raptor_takeofftime;
22 float autocvar_g_vehicle_raptor_movestyle;
23 float autocvar_g_vehicle_raptor_turnspeed;
24 float autocvar_g_vehicle_raptor_pitchspeed;
25 float autocvar_g_vehicle_raptor_pitchlimit;
27 float autocvar_g_vehicle_raptor_speed_forward;
28 float autocvar_g_vehicle_raptor_speed_strafe;
29 float autocvar_g_vehicle_raptor_speed_up;
30 float autocvar_g_vehicle_raptor_speed_down;
31 float autocvar_g_vehicle_raptor_friction;
33 float autocvar_g_vehicle_raptor_bomblets;
34 float autocvar_g_vehicle_raptor_bomblet_alt;
35 float autocvar_g_vehicle_raptor_bomblet_time;
36 float autocvar_g_vehicle_raptor_bomblet_damage;
37 float autocvar_g_vehicle_raptor_bomblet_spread;
38 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
39 float autocvar_g_vehicle_raptor_bomblet_radius;
40 float autocvar_g_vehicle_raptor_bomblet_force;
41 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
42 float autocvar_g_vehicle_raptor_bombs_refire;
44 float autocvar_g_vehicle_raptor_flare_refire;
45 float autocvar_g_vehicle_raptor_flare_lifetime;
46 float autocvar_g_vehicle_raptor_flare_chase;
47 float autocvar_g_vehicle_raptor_flare_range;
49 float autocvar_g_vehicle_raptor_cannon_turnspeed;
50 float autocvar_g_vehicle_raptor_cannon_turnlimit;
51 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
52 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
54 float autocvar_g_vehicle_raptor_cannon_locktarget;
55 float autocvar_g_vehicle_raptor_cannon_locking_time;
56 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
57 float autocvar_g_vehicle_raptor_cannon_locked_time;
58 float autocvar_g_vehicle_raptor_cannon_predicttarget;
60 float autocvar_g_vehicle_raptor_cannon_cost;
61 float autocvar_g_vehicle_raptor_cannon_damage;
62 float autocvar_g_vehicle_raptor_cannon_radius;
63 float autocvar_g_vehicle_raptor_cannon_refire;
64 float autocvar_g_vehicle_raptor_cannon_speed;
65 float autocvar_g_vehicle_raptor_cannon_spread;
66 float autocvar_g_vehicle_raptor_cannon_force;
68 float autocvar_g_vehicle_raptor_energy;
69 float autocvar_g_vehicle_raptor_energy_regen;
70 float autocvar_g_vehicle_raptor_energy_regen_pause;
72 float autocvar_g_vehicle_raptor_health;
73 float autocvar_g_vehicle_raptor_health_regen;
74 float autocvar_g_vehicle_raptor_health_regen_pause;
76 float autocvar_g_vehicle_raptor_shield;
77 float autocvar_g_vehicle_raptor_shield_regen;
78 float autocvar_g_vehicle_raptor_shield_regen_pause;
80 float autocvar_g_vehicle_raptor_bouncefactor;
81 float autocvar_g_vehicle_raptor_bouncestop;
82 vector autocvar_g_vehicle_raptor_bouncepain;
87 float raptor_altitude(float amax)
89 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
90 return vlen(self.origin - trace_endpos);
93 void raptor_bomblet_boom()
95 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
96 autocvar_g_vehicle_raptor_bomblet_edgedamage,
97 autocvar_g_vehicle_raptor_bomblet_radius, world, world,
98 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
102 void raptor_bomblet_touch()
104 if(other == self.owner)
108 self.think = raptor_bomblet_boom;
109 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
112 void raptor_bomb_burst()
115 if(autocvar_g_vehicle_raptor_bomblet_alt)
117 self.nextthink = time;
118 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
119 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
121 UpdateCSQCProjectile(self);
129 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
131 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
134 setorigin(bomblet, self.origin);
136 bomblet.movetype = MOVETYPE_TOSS;
137 bomblet.touch = raptor_bomblet_touch;
138 bomblet.think = raptor_bomblet_boom;
139 bomblet.nextthink = time + 5;
140 bomblet.owner = self.owner;
141 bomblet.realowner = self.realowner;
142 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
144 PROJECTILE_MAKETRIGGER(bomblet);
145 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
151 void raptor_bombdrop()
153 entity bomb_1, bomb_2;
158 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
159 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
161 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
162 bomb_1.velocity = bomb_2.velocity = self.velocity;
163 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
164 bomb_1.think = bomb_2.think = raptor_bomb_burst;
165 bomb_1.cnt = bomb_2.cnt = time + 10;
167 if(autocvar_g_vehicle_raptor_bomblet_alt)
168 bomb_1.nextthink = bomb_2.nextthink = time;
170 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
172 bomb_1.owner = bomb_2.owner = self;
173 bomb_1.realowner = bomb_2.realowner = self.owner;
174 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
175 bomb_1.gravity = bomb_2.gravity = 1;
177 PROJECTILE_MAKETRIGGER(bomb_1);
178 PROJECTILE_MAKETRIGGER(bomb_2);
180 CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
181 CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
185 void raptor_fire_cannon(entity gun, string tagname)
187 vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
188 gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
189 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
190 DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
197 hgt = raptor_altitude(512);
198 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
199 self.angles_x *= 0.95;
200 self.angles_z *= 0.95;
204 self.frame = (hgt / 128) * 25;
206 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
207 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
211 self.movetype = MOVETYPE_TOSS;
212 self.think = vehicles_think;
216 self.nextthink = time;
218 CSQCMODEL_AUTOUPDATE();
221 void raptor_exit(float eject)
224 self.tur_head.exteriormodeltoclient = world;
226 if(self.deadflag == DEAD_NO)
228 self.think = raptor_land;
229 self.nextthink = time;
235 makevectors(self.angles);
238 spot = self.origin + v_forward * 100 + '0 0 64';
239 spot = vehicles_findgoodexit(spot);
240 setorigin(self.owner , spot);
241 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
242 self.owner.oldvelocity = self.owner.velocity;
246 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
248 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
249 self.owner.velocity_z += 200;
250 spot = self.origin + v_forward * 32 + '0 0 64';
251 spot = vehicles_findgoodexit(spot);
255 self.owner.velocity = self.velocity * 0.5;
256 self.owner.velocity_z += 10;
257 spot = self.origin - v_forward * 200 + '0 0 64';
258 spot = vehicles_findgoodexit(spot);
260 self.owner.oldvelocity = self.owner.velocity;
261 setorigin(self.owner , spot);
264 antilag_clear(self.owner);
268 void raptor_flare_touch()
273 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
275 self.health -= damage;
280 void raptor_flare_think()
282 self.nextthink = time + 0.1;
283 entity _missile = findchainentity(enemy, self.owner);
286 if(_missile.flags & FL_PROJECTILE)
287 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
288 if(random() > autocvar_g_vehicle_raptor_flare_chase)
289 _missile.enemy = self;
290 _missile = _missile.chain;
293 if(self.tur_impacttime < time)
299 entity player, raptor;
303 if(intermission_running)
305 self.vehicle.velocity = '0 0 0';
306 self.vehicle.avelocity = '0 0 0';
311 raptor = self.vehicle;
314 vehicles_painframe();
316 ftmp = vlen(self.velocity);
317 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
320 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
323 if(self.sound_nexttime < time)
325 self.sound_nexttime = time + 7.955812;
326 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTEN_NORM );
327 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
331 else if(fabs(ftmp - self.wait) > 0.2)
333 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTEN_NORM );
334 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
339 if(raptor.deadflag != DEAD_NO)
342 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
345 crosshair_trace(player);
347 //if(time - self.lastteleporttime < 1)
349 if(raptor.angles_z > 50 || raptor.angles_z < -50)
351 if(player.BUTTON_JUMP)
353 player.BUTTON_CROUCH = true;
354 player.BUTTON_JUMP = false;
360 vang = raptor.angles;
361 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
364 if(df_x > 180) df_x -= 360;
365 if(df_x < -180) df_x += 360;
366 if(df_y > 180) df_y -= 360;
367 if(df_y < -180) df_y += 360;
369 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
370 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
371 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
375 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
376 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
378 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
379 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
380 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
382 raptor.angles_x = anglemods(raptor.angles_x);
383 raptor.angles_y = anglemods(raptor.angles_y);
384 raptor.angles_z = anglemods(raptor.angles_z);
386 if(autocvar_g_vehicle_raptor_movestyle == 1)
387 makevectors('0 1 0' * raptor.angles_y);
389 makevectors(player.v_angle);
391 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
393 if(player.movement_x != 0)
395 if(player.movement_x > 0)
396 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
397 else if(player.movement_x < 0)
398 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
401 if(player.movement_y != 0)
403 if(player.movement_y < 0)
404 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
405 else if(player.movement_y > 0)
406 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
408 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
412 raptor.angles_z *= 0.95;
413 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
417 if(player.BUTTON_CROUCH)
418 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
419 else if (player.BUTTON_JUMP)
420 df += v_up * autocvar_g_vehicle_raptor_speed_up;
422 raptor.velocity += df * frametime;
423 player.velocity = player.movement = raptor.velocity;
424 setorigin(player, raptor.origin + '0 0 32');
426 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
429 // Target lock & predict
430 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
432 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
433 raptor.gun1.enemy = world;
436 if(trace_ent.movetype)
437 if(trace_ent.takedamage)
438 if(!trace_ent.deadflag)
442 if(trace_ent.team != player.team)
444 raptor.gun1.enemy = trace_ent;
445 raptor.gun1.lock_time = time + 5;
450 raptor.gun1.enemy = trace_ent;
451 raptor.gun1.lock_time = time + 0.5;
455 if(raptor.gun1.enemy)
457 float distance, impact_time;
459 vf = real_origin(raptor.gun1.enemy);
460 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
461 vector _vel = raptor.gun1.enemy.velocity;
462 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
465 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
468 distance = vlen(ad - player.origin);
469 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
470 ad = vf + _vel * impact_time;
477 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
480 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
481 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
482 autocvar_g_vehicle_raptor_cannon_locked_time);
484 if(self.lock_target != world)
485 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
486 if(self.lock_strength == 1)
488 float i, distance, impact_time;
490 vf = real_origin(raptor.lock_target);
492 for(i = 0; i < 4; ++i)
494 distance = vlen(ad - raptor.origin);
495 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
496 ad = vf + raptor.lock_target.velocity * impact_time;
503 if(raptor.lock_strength == 1)
504 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
505 else if(self.lock_strength > 0.5)
506 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
507 else if(self.lock_strength < 0.5)
508 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
513 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
514 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
515 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
517 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
518 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
519 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
523 v_forward = vf * 0.5;
524 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
525 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
528 if(!forbidWeaponUse(player))
529 if(player.BUTTON_ATCK)
530 if(raptor.attack_finished_single <= time)
531 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
533 raptor.misc_bulletcounter += 1;
534 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
535 if(raptor.misc_bulletcounter <= 2)
536 raptor_fire_cannon(self.gun1, "fire1");
537 else if(raptor.misc_bulletcounter == 3)
538 raptor_fire_cannon(self.gun2, "fire1");
541 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
542 raptor_fire_cannon(self.gun2, "fire1");
543 raptor.misc_bulletcounter = 0;
545 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
549 if(self.vehicle_flags & VHF_SHIELDREGEN)
550 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);
552 if(self.vehicle_flags & VHF_HEALTHREGEN)
553 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);
555 if(self.vehicle_flags & VHF_ENERGYREGEN)
556 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);
558 if(!forbidWeaponUse(player))
559 if(raptor.vehicle_weapon2mode == RSM_BOMB)
561 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
562 if(player.BUTTON_ATCK2)
565 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
571 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
572 if(player.BUTTON_ATCK2)
577 for(i = 0; i < 3; ++i)
580 setmodel(_flare, "models/runematch/rune.mdl");
581 _flare.effects = EF_LOWPRECISION | EF_FLAME;
583 setorigin(_flare, self.origin - '0 0 16');
584 _flare.movetype = MOVETYPE_TOSS;
585 _flare.gravity = 0.15;
586 _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
587 _flare.think = raptor_flare_think;
588 _flare.nextthink = time;
589 _flare.owner = raptor;
590 _flare.solid = SOLID_CORPSE;
591 _flare.takedamage = DAMAGE_YES;
592 _flare.event_damage = raptor_flare_damage;
594 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
595 _flare.touch = raptor_flare_touch;
597 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
602 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
603 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
604 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
606 if(self.bomb1.cnt < time)
608 entity _missile = findchainentity(enemy, raptor);
609 float _incomming = 0;
612 if(_missile.flags & FL_PROJECTILE)
613 if(MISSILE_IS_TRACKING(_missile))
614 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
617 _missile = _missile.chain;
621 sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
623 self.bomb1.cnt = time + 1;
627 VEHICLE_UPDATE_PLAYER(player, health, raptor);
628 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
629 if(self.vehicle_flags & VHF_HASSHIELD)
630 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
632 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
638 float raptor_takeoff()
640 entity player, raptor;
643 raptor = self.vehicle;
646 self.nextthink = time;
647 CSQCMODEL_AUTOUPDATE();
648 self.nextthink = 0; // will this work?
650 if(self.sound_nexttime < time)
652 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
653 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
657 if(raptor.frame < 25)
659 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
660 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
661 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
662 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
663 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
665 setorigin(player, raptor.origin + '0 0 32');
668 player.PlayerPhysplug = raptor_frame;
670 if(self.vehicle_flags & VHF_SHIELDREGEN)
671 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);
673 if(self.vehicle_flags & VHF_HEALTHREGEN)
674 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);
676 if(self.vehicle_flags & VHF_ENERGYREGEN)
677 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);
680 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
681 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
682 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
684 VEHICLE_UPDATE_PLAYER(player, health, raptor);
685 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
686 if(self.vehicle_flags & VHF_HASSHIELD)
687 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
689 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
696 self.deadflag = DEAD_DEAD;
697 self.vehicle_exit(VHEF_NORMAL);
698 RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
701 self.movetype = MOVETYPE_NONE;
702 self.effects = EF_NODRAW;
703 self.colormod = '0 0 0';
704 self.avelocity = '0 0 0';
705 self.velocity = '0 0 0';
707 setorigin(self, self.pos1);
708 self.touch = func_null;
712 void raptor_diethink()
714 if(time >= self.wait)
715 self.think = raptor_blowup;
719 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
720 Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
722 self.nextthink = time;
724 CSQCMODEL_AUTOUPDATE();
727 // If we dont do this ever now and then, the raptors rotors
728 // stop working, presumably due to angle overflow. cute.
729 void raptor_rotor_anglefix()
731 self.gun1.angles_y = anglemods(self.gun1.angles_y);
732 self.gun2.angles_y = anglemods(self.gun2.angles_y);
733 self.nextthink = time + 15;
736 float raptor_impulse(float _imp)
742 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
743 CSQCVehicleSetup(self, 0);
747 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
748 CSQCVehicleSetup(self, 0);
754 self.vehicle.vehicle_weapon2mode += 1;
755 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
756 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
758 CSQCVehicleSetup(self, 0);
764 self.vehicle.vehicle_weapon2mode -= 1;
765 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
766 self.vehicle.vehicle_weapon2mode = RSM_LAST;
768 CSQCVehicleSetup(self, 0);
772 case 17: // toss gun, could be used to exit?
774 case 20: // Manual minigun reload?
781 void spawnfunc_vehicle_raptor()
783 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
784 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
787 float v_raptor(float req)
793 if(autocvar_g_vehicle_raptor_bouncepain)
794 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
800 self.vehicle_weapon2mode = RSM_BOMB;
801 self.owner.PlayerPhysplug = raptor_takeoff;
802 self.movetype = MOVETYPE_BOUNCEMISSILE;
803 self.solid = SOLID_SLIDEBOX;
804 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
805 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
806 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
807 self.tur_head.exteriormodeltoclient = self.owner;
809 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
812 if(self.owner.flagcarried)
813 setorigin(self.owner.flagcarried, '-20 0 96');
815 CSQCVehicleSetup(self.owner, 0);
825 self.event_damage = func_null;
826 self.solid = SOLID_CORPSE;
827 self.takedamage = DAMAGE_NO;
828 self.deadflag = DEAD_DYING;
829 self.movetype = MOVETYPE_BOUNCE;
830 self.think = raptor_diethink;
831 self.nextthink = time;
832 self.wait = time + 5 + (random() * 5);
834 Send_Effect("explosion_medium", findbetterlocation (self.origin, 16), '0 0 0', 1);
836 self.velocity_z += 600;
838 self.avelocity = '0 0.5 1' * (random() * 400);
839 self.avelocity -= '0 0.5 1' * (random() * 400);
841 self.colormod = '-0.5 -0.5 -0.5';
842 self.touch = raptor_blowup;
852 //FIXME: Camera is in a bad place in HUD model.
853 //setorigin(self.vehicle_viewport, '25 0 5');
855 self.vehicles_impulse = raptor_impulse;
859 self.bomb1 = spawn();
860 self.bomb2 = spawn();
864 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
865 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
866 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
867 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
868 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
870 setattachment(self.bomb1, self, "bombmount_left");
871 setattachment(self.bomb2, self, "bombmount_right");
872 setattachment(self.tur_head, self,"root");
874 // FIXMODEL Guns mounts to angled bones
875 self.bomb1.angles = self.angles;
876 self.angles = '0 0 0';
877 // This messes up gun-aim, so work arround it.
878 //setattachment(self.gun1, self, "gunmount_left");
879 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
881 setattachment(self.gun1, self, "");
882 setorigin(self.gun1, ofs);
884 //setattachment(self.gun2, self, "gunmount_right");
885 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
887 setattachment(self.gun2, self, "");
888 setorigin(self.gun2, ofs);
890 self.angles = self.bomb1.angles;
891 self.bomb1.angles = '0 0 0';
894 spinner.owner = self;
895 setmodel(spinner,"models/vehicles/spinner.dpm");
896 setattachment(spinner, self, "engine_left");
897 spinner.movetype = MOVETYPE_NOCLIP;
898 spinner.avelocity = '0 90 0';
899 self.bomb1.gun1 = spinner;
902 spinner.owner = self;
903 setmodel(spinner,"models/vehicles/spinner.dpm");
904 setattachment(spinner, self, "engine_right");
905 spinner.movetype = MOVETYPE_NOCLIP;
906 spinner.avelocity = '0 -90 0';
907 self.bomb1.gun2 = spinner;
910 self.bomb1.think = raptor_rotor_anglefix;
911 self.bomb1.nextthink = time;
917 self.vehicle_health = autocvar_g_vehicle_raptor_health;
918 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
919 self.movetype = MOVETYPE_TOSS;
920 self.solid = SOLID_SLIDEBOX;
921 self.vehicle_energy = 1;
923 self.PlayerPhysplug = raptor_frame;
925 self.bomb1.gun1.avelocity_y = 90;
926 self.bomb1.gun2.avelocity_y = -90;
930 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
931 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
932 self.damageforcescale = 0.25;
933 self.vehicle_health = autocvar_g_vehicle_raptor_health;
934 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
939 if(autocvar_g_vehicle_raptor_shield)
940 self.vehicle_flags |= VHF_HASSHIELD;
942 if(autocvar_g_vehicle_raptor_shield_regen)
943 self.vehicle_flags |= VHF_SHIELDREGEN;
945 if(autocvar_g_vehicle_raptor_health_regen)
946 self.vehicle_flags |= VHF_HEALTHREGEN;
948 if(autocvar_g_vehicle_raptor_energy_regen)
949 self.vehicle_flags |= VHF_ENERGYREGEN;
951 self.vehicle_exit = raptor_exit;
952 self.respawntime = autocvar_g_vehicle_raptor_respawntime;
953 self.vehicle_health = autocvar_g_vehicle_raptor_health;
954 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
955 self.max_health = self.vehicle_health;
961 precache_model ("models/vehicles/raptor.dpm");
962 precache_model ("models/vehicles/raptor_gun.dpm");
963 precache_model ("models/vehicles/spinner.dpm");
964 precache_model ("models/vehicles/raptor_cockpit.dpm");
965 precache_model ("models/vehicles/clusterbomb_folded.md3");
966 precache_model ("models/vehicles/raptor_body.dpm");
968 precache_sound ("vehicles/raptor_fly.wav");
969 precache_sound ("vehicles/raptor_speed.wav");
970 precache_sound ("vehicles/missile_alarm.wav");
982 void RaptorCBShellfragDraw()
987 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
988 self.move_avelocity += randomvec() * 15;
989 self.renderflags = 0;
992 self.alpha = bound(0, self.nextthink - time, 1);
994 if(self.alpha < ALPHA_MIN_VISIBLE)
998 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
1003 setmodel(sfrag, "models/vehicles/clusterbomb_fragment.md3");
1004 setorigin(sfrag, _org);
1006 sfrag.move_movetype = MOVETYPE_BOUNCE;
1007 sfrag.gravity = 0.15;
1008 sfrag.solid = SOLID_CORPSE;
1010 sfrag.draw = RaptorCBShellfragDraw;
1012 sfrag.move_origin = sfrag.origin = _org;
1013 sfrag.move_velocity = _vel;
1014 sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
1015 sfrag.angles = self.move_angles = _ang;
1017 sfrag.move_time = time;
1018 sfrag.damageforcescale = 4;
1020 sfrag.nextthink = time + 3;
1021 sfrag.cnt = time + 2;
1023 sfrag.drawmask = MASK_NORMAL;
1026 float v_raptor(float req)
1036 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
1037 case RSM_BOMB: crosshair = vCROSS_BURST; break;
1038 default: crosshair = vCROSS_BURST;
1041 Vehicles_drawHUD("vehicle_raptor", "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
1042 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1043 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
1049 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
1062 #endif // REGISTER_VEHICLE