1 #include "raptor_weapons.qh"
7 METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
8 bool isPlayer = IS_PLAYER(actor);
9 entity player = isPlayer ? actor : actor.owner;
10 entity veh = player.vehicle;
11 // 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
12 float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
14 if (weapon_prepareattack(thiswep, player, weaponentity, false, t)) {
15 if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
16 vector org = w_shotorg;
17 vector dir = w_shotdir;
19 veh.misc_bulletcounter += 1;
20 org = (veh.misc_bulletcounter <= 2) ? gettaginfo(veh.gun1, gettagindex(veh.gun1, "fire1"))
21 : (((veh.misc_bulletcounter == 4) ? veh.misc_bulletcounter = 0 : 0), gettaginfo(veh.gun2, gettagindex(veh.gun2, "fire1")));
23 veh.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
26 vehicles_projectile(veh, EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND_LASERGUN_FIRE,
27 org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
28 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
29 DEATH_VH_RAPT_CANNON.m_id, PROJECTILE_RAPTORCANNON, 0, true, true, player);
30 weapon_thinkf(player, weaponentity, WFRAME_FIRE1, 0, w_ready);
33 METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep, entity actor)) {
34 bool isPlayer = IS_PLAYER(actor);
35 entity player = isPlayer ? actor : actor.owner;
36 entity veh = player.vehicle;
37 return isPlayer || veh.vehicle_energy >= autocvar_g_vehicle_raptor_cannon_cost;
41 void raptor_bombdrop(entity this);
42 METHOD(RaptorBomb, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
43 bool isPlayer = IS_PLAYER(actor);
44 entity player = isPlayer ? actor : actor.owner;
45 entity veh = player.vehicle;
47 if (!isPlayer || weapon_prepareattack(thiswep, player, weaponentity, true, autocvar_g_vehicle_raptor_bombs_refire)) {
48 entity e = (veh) ? veh : player;
50 weapon_thinkf(player, weaponentity, WFRAME_FIRE2, 0, w_ready);
54 void raptor_flare_think(entity this);
55 void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
56 void raptor_flare_touch(entity this, entity toucher);
58 METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
59 bool isPlayer = IS_PLAYER(actor);
60 entity player = isPlayer ? actor : actor.owner;
61 entity veh = player.vehicle;
63 if (!isPlayer || weapon_prepareattack(thiswep, player, weaponentity, true, autocvar_g_vehicle_raptor_flare_refire)) {
64 for(int i = 0; i < 3; ++i) {
65 entity _flare = spawn();
66 setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
67 _flare.effects = EF_LOWPRECISION | EF_FLAME;
69 setorigin(_flare, actor.origin - '0 0 16');
70 set_movetype(_flare, MOVETYPE_TOSS);
71 _flare.gravity = 0.15;
72 _flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
73 setthink(_flare, raptor_flare_think);
74 _flare.nextthink = time;
75 _flare.owner = veh ? veh : player;
76 _flare.solid = SOLID_CORPSE;
77 _flare.takedamage = DAMAGE_YES;
78 _flare.event_damage = raptor_flare_damage;
80 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
81 settouch(_flare, raptor_flare_touch);
83 weapon_thinkf(player, weaponentity, WFRAME_FIRE2, 0, w_ready);
88 void raptor_bomblet_boom(entity this)
90 RadiusDamage (this, this.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
91 autocvar_g_vehicle_raptor_bomblet_edgedamage,
92 autocvar_g_vehicle_raptor_bomblet_radius, NULL, NULL,
93 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB.m_id, NULL);
97 void raptor_bomblet_touch(entity this, entity toucher)
99 if(toucher == this.owner)
102 PROJECTILE_TOUCH(this, toucher);
103 setthink(this, raptor_bomblet_boom);
104 this.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
107 void raptor_bomb_burst(entity this)
110 if(autocvar_g_vehicle_raptor_bomblet_alt)
112 this.nextthink = time;
113 traceline(this.origin, this.origin + (normalize(this.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, this);
114 if((trace_fraction == 1.0) || (vdist(this.origin - this.owner.origin, <, autocvar_g_vehicle_raptor_bomblet_radius)))
116 UpdateCSQCProjectile(this);
124 Damage_DamageInfo(this.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT.m_id, 0, this);
126 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
129 setorigin(bomblet, this.origin);
131 set_movetype(bomblet, MOVETYPE_TOSS);
132 settouch(bomblet, raptor_bomblet_touch);
133 setthink(bomblet, raptor_bomblet_boom);
134 bomblet.nextthink = time + 5;
135 bomblet.owner = this.owner;
136 bomblet.realowner = this.realowner;
137 bomblet.velocity = normalize(normalize(this.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(this.velocity);
139 PROJECTILE_MAKETRIGGER(bomblet);
140 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
146 void raptor_bomb_touch(entity this, entity toucher)
148 raptor_bomb_burst(this);
151 void raptor_bombdrop(entity this)
153 entity bomb_1, bomb_2;
158 vector org = gettaginfo(this, gettagindex(this, "bombmount_left"));
159 setorigin(bomb_1, org);
160 org = gettaginfo(this, gettagindex(this, "bombmount_right"));
161 setorigin(bomb_2, org);
163 set_movetype(bomb_1, MOVETYPE_BOUNCE);
164 set_movetype(bomb_2, MOVETYPE_BOUNCE);
165 bomb_1.velocity = bomb_2.velocity = this.velocity;
166 settouch(bomb_1, raptor_bomb_touch);
167 settouch(bomb_2, raptor_bomb_touch);
168 setthink(bomb_1, raptor_bomb_burst);
169 setthink(bomb_2, raptor_bomb_burst);
170 bomb_1.cnt = bomb_2.cnt = time + 10;
172 if(autocvar_g_vehicle_raptor_bomblet_alt)
173 bomb_1.nextthink = bomb_2.nextthink = time;
175 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
177 bomb_1.owner = bomb_2.owner = this;
178 bomb_1.realowner = bomb_2.realowner = this.owner;
179 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
180 bomb_1.gravity = bomb_2.gravity = 1;
182 PROJECTILE_MAKETRIGGER(bomb_1);
183 PROJECTILE_MAKETRIGGER(bomb_2);
185 CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
186 CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
189 void raptor_flare_touch(entity this, entity toucher)
194 void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
196 this.health -= damage;
201 void raptor_flare_think(entity this)
203 this.nextthink = time + 0.1;
204 entity _missile = findchainentity(enemy, this.owner);
207 if(_missile.flags & FL_PROJECTILE)
208 if(vdist(this.origin - _missile.origin, <, autocvar_g_vehicle_raptor_flare_range))
209 if(random() > autocvar_g_vehicle_raptor_flare_chase)
210 _missile.enemy = this;
211 _missile = _missile.chain;
214 if(this.tur_impacttime < time)
222 void RaptorCBShellfragDraw(entity this)
227 Movetype_Physics_MatchTicrate(this, autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
228 this.avelocity += randomvec() * 15;
229 this.renderflags = 0;
232 this.alpha = bound(0, this.nextthink - time, 1);
234 if(this.alpha < ALPHA_MIN_VISIBLE)
238 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
240 entity sfrag = spawn();
241 setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
242 setorigin(sfrag, _org);
244 set_movetype(sfrag, MOVETYPE_BOUNCE);
245 sfrag.gravity = 0.15;
246 sfrag.solid = SOLID_CORPSE;
248 sfrag.draw = RaptorCBShellfragDraw;
250 sfrag.velocity = _vel;
251 sfrag.avelocity = prandomvec() * vlen(sfrag.velocity);
254 sfrag.move_time = time;
255 sfrag.damageforcescale = 4;
257 sfrag.nextthink = time + 3;
258 sfrag.cnt = time + 2;
260 sfrag.drawmask = MASK_NORMAL;