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Fix wrong colormap for returnign vehicle after it returns / repsawn. Make vehicles...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #define RAPTOR_MIN '-80 -80 0'
2 #define RAPTOR_MAX '80 80 70'
3
4 float autocvar_g_vehicle_raptor_respawntime;
5
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;
10
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;
16
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;
27
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;
32
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;
38
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
46
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
50
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
54
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
58
59 void raptor_spawn();
60 //void raptor_return();
61 float raptor_frame();
62 //float raptor_takeoff();
63
64 .entity bomb1;
65 .entity bomb2;
66 //.entity camera;
67 //#define RAPTOR_RETARDCAMERA
68
69 float raptor_altitude(float amax)
70 {
71         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
72     return vlen(self.origin - trace_endpos);
73 }
74
75
76 void raptor_bomblet_boom()
77 {
78     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
79     pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
80     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
81                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
82                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
83                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
84     remove(self);
85 }
86
87 void raptor_bomblet_touch()
88 {
89     if(other == self.owner)
90         return;
91
92     PROJECTILE_TOUCH;
93     self.think = raptor_bomblet_boom;
94     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
95 }
96
97 void raptor_bomb_burst()
98 {
99     if(self.cnt > time)
100     if(autocvar_g_vehicle_raptor_bomblet_alt)
101     {
102         self.nextthink = time;
103         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
104         if(trace_fraction == 1.0)
105             return;
106
107         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
108             return;
109     }
110
111     entity bomblet;
112     float i;
113
114     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
115     pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
116
117     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118     {
119         bomblet = spawn();
120         setorigin(bomblet, self.origin);
121
122         bomblet.scale       = 0.5;
123         bomblet.solid       = SOLID_TRIGGER;
124         bomblet.movetype    = MOVETYPE_TOSS;
125         bomblet.touch       = raptor_bomblet_touch;
126         bomblet.think       = raptor_bomblet_boom;
127         bomblet.nextthink   = time + 5;
128         bomblet.owner   = self.owner;
129         bomblet.realowner   = self.realowner;
130         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
131         PROJECTILE_MAKETRIGGER(bomblet);
132         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
133     }
134
135     remove(self);
136 }
137
138 void raptor_bomb_touch()
139 {
140     raptor_bomb_burst();
141 }
142
143 void raptor_bombdrop()
144 {
145     entity bomb_1, bomb_2;
146
147     //self.bomb1.alpha = 0;
148     //self.bomb2.alpha = 0;
149
150     bomb_1 = spawn();
151     bomb_2 = spawn();
152
153     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
154     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
155
156     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_TOSS;
157     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
158     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
159     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
160     bomb_1.cnt          = bomb_2.cnt        = time + 10;
161
162     if(autocvar_g_vehicle_raptor_bomblet_alt)
163         bomb_1.nextthink = bomb_2.nextthink  = time;
164     else
165         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
166
167     bomb_1.owner     = bomb_2.owner      = self;
168     bomb_1.realowner = bomb_2.realowner  = self.owner;
169     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
170
171     PROJECTILE_MAKETRIGGER(bomb_1);
172     PROJECTILE_MAKETRIGGER(bomb_2);
173
174     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
176
177 }
178
179 void raptor_bolt_explode()
180 {
181         PROJECTILE_TOUCH;
182     pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
183     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
184     sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
185     remove (self);
186 }
187
188 void raptor_fire_cannon(entity gun, string tagname)
189 {
190     entity bolt;
191
192     bolt = spawn();
193
194     PROJECTILE_MAKETRIGGER(bolt);
195     sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
196     setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
197
198     bolt.movetype        = MOVETYPE_FLYMISSILE;
199     bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
200     bolt.owner           = self;
201     bolt.realowner       = self.owner;
202     bolt.touch           = raptor_bolt_explode;
203     bolt.think           = raptor_bolt_explode;
204     bolt.nextthink       = time + 9;
205     bolt.bot_dodge       = TRUE;
206     bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
207     bolt.velocity        = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
208
209     pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
210     //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
211
212     CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK, TRUE);
213 }
214
215 void raptor_think()
216 {
217 }
218
219 void raptor_enter()
220 {
221     self.movetype   = MOVETYPE_BOUNCEMISSILE;
222     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
223     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
224     self.velocity_z = 1;
225 #ifdef RAPTOR_RETARDCAMERA
226     setorigin(self.vehicle_viewport, self.origin);
227 #endif
228 }
229
230 void raptor_land()
231 {
232     float hgt;
233
234     hgt = raptor_altitude(512);
235     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
236     self.angles_x *= 0.95;
237     self.angles_z *= 0.95;
238
239     if(hgt < 128)
240         if(self.frame != 0)
241             self.frame = max(self.frame - 0.25, 0);
242
243     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
244     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
245
246     if(hgt < 16)
247     {
248         self.movetype   = MOVETYPE_BOUNCE;
249         self.think      = raptor_think;
250     }
251
252     self.nextthink  = time;
253 }
254
255 void raptor_exit(float eject)
256 {
257
258     if(self.deadflag == DEAD_NO)
259     {
260         vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
261         self.think      = raptor_land;
262         self.nextthink  = time;
263     }
264
265     if not (self.owner)
266         return;
267
268         makevectors(self.angles);
269         if(eject)
270         {
271             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
272             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
273         }
274         else
275         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
276
277     self.owner = world;
278 }
279
280 float raptor_frame()
281 {
282     entity player, raptor;
283     float ftmp, ftmp2;
284     vector df;
285
286     player = self;
287     raptor   = self.vehicle;
288     self    = raptor;
289
290     if(player.BUTTON_USE)
291     {
292         self = raptor;
293         vehicles_exit(VHEF_NORMAL);
294         self = player;
295         return 0;
296     }
297
298     if(raptor.deadflag != DEAD_NO)
299     {
300         self = player;
301         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
302         return 1;
303     }
304
305     // Takeoff sequense
306     if(raptor.frame < 25)
307     {
308         raptor.frame += 0.25;
309         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
310         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
311         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
312         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
313         self = player;
314         return 1;
315     }
316     crosshair_trace(player);
317
318 #if VEHICLES_VIEWROTATE_CROSSHAIR
319     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
320     if(df_x > 180)  df_x -= 360;
321     if(df_x < -180) df_x += 360;
322     if(df_y > 180)  df_y -= 360;
323     if(df_y < -180) df_y += 360;
324
325     // Rotate Body
326     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
327     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
328
329     // Turn
330     raptor.angles_y = anglemods(raptor.angles_y + ftmp);
331
332     // Pitch Body
333     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
334     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
335
336     raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
337 #else
338     raptor.angles_x *= -1;
339     // Rotate Body
340     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
341     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - raptor.angles_y, raptor.angles_y), ftmp);
342
343     // Turn
344     raptor.angles_y = anglemods(raptor.angles_y + ftmp);
345
346     // Pitch Body
347     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
348     ftmp2 = shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x);
349
350     if(player.movement_x > 0)
351         ftmp2 += 20 * ftmp;
352     else if(player.movement_x < 0)
353         ftmp2 -= 45 * ftmp;
354
355     ftmp = bound(-ftmp, ftmp2, ftmp);
356     raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
357     raptor.angles_x *= -1;
358 #endif
359
360     if(autocvar_g_vehicle_raptor_movestyle == 1)
361         fixedmakevectors('0 1 0' * raptor.angles_y);
362     else
363         makevectors(player.v_angle);
364
365 #ifdef RAPTOR_RETARDCAMERA
366     float spd, back, up;
367     spd = vlen(self.velocity) + 0.01;
368     back = spd / autocvar_g_vehicle_raptor_speed_forward;
369     up = 1 - back;
370     back = back;
371     back = back * 1250;
372     back += 150;
373     up = up * 200;
374     up = up + 100;
375
376     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
377 #endif
378
379     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
380
381     if(player.movement_x != 0)
382     {
383         if(player.movement_x > 0)
384             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
385         else if(player.movement_x < 0)
386             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
387     }
388
389     if(player.movement_y != 0)
390     {
391         if(player.movement_y < 0)
392             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
393         else if(player.movement_y > 0)
394             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
395
396         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
397     }
398     else
399     {
400         raptor.angles_z *= 0.95;
401         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
402             raptor.angles_z = 0;
403     }
404
405     if(player.BUTTON_CROUCH)
406         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
407     else if (player.BUTTON_JUMP)
408         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
409
410     raptor.velocity  += df * frametime;
411     player.velocity = player.movement  = raptor.velocity;
412     setorigin(player,raptor.origin + '0 0 32');
413
414     vector vf, ad;
415     // Target lock & predict
416     if(autocvar_g_vehicle_raptor_cannon_locktarget)
417     {
418
419         vehicles_locktarget2((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
420                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
421                              autocvar_g_vehicle_raptor_cannon_locked_time);
422
423         if(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
424         {
425             if(self.lock_target != world)
426             {
427                 float i, distance, impact_time;
428
429                 vf = real_origin(raptor.lock_target);
430                 ad = vf;
431                 for(i = 0; i < 4; ++i)
432                 {
433                     distance = vlen(ad - raptor.origin);
434                     impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
435                     ad = vf + raptor.lock_target.velocity * impact_time;
436                 }
437                 trace_endpos = ad;
438                 UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
439             }
440         }
441
442         if(self.lock_target)
443         {
444             if(raptor.lock_strength == 1)
445                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
446             else if(self.lock_strength > 0.5)
447                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
448             else if(self.lock_strength < 0.5)
449                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
450         }
451
452         /*
453         if(self.lock_target != world)
454         if(self.lock_strength == 1)
455             UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
456         else
457             UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
458         */
459     }
460
461     // Aim the gunz
462     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
463     ftmp = -ftmp2;
464
465     // Gun1
466     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
467     ad = df;
468     vf = v_forward;
469     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
470     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
471     // Bind to aimspeed
472     df_x = bound(ftmp, df_x, ftmp2);
473     df_y = bound(ftmp, df_y, ftmp2);
474     // Bind to limts
475     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);
476     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
477
478     //df = vectoangles(normalize(trace_endpos - df));
479
480     //Gun 2
481     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
482     ad += df;
483     vf += v_forward;
484     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
485     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
486     // Bind to aimspeed
487     df_x = bound(ftmp, df_x, ftmp2);
488     df_y = bound(ftmp, df_y, ftmp2);
489     // Bind to limts
490     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);
491     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
492
493
494     /*
495     ad = ad * 0.5;
496     v_forward = vf * 0.5;
497     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
498     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
499     */
500
501     if(player.BUTTON_ATCK)
502     if(raptor.attack_finished_single <= time)
503     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
504     {
505         raptor.misc_bulletcounter += 1;
506         if(mod(raptor.misc_bulletcounter, 2))
507             raptor_fire_cannon(self.gun1, "fire1");
508         else
509             raptor_fire_cannon(self.gun2, "fire1");
510
511         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
512         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
513         self.cnt = time;
514     }
515
516     if(self.vehicle_flags  & VHF_SHIELDREGEN)
517         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);
518
519     if(self.vehicle_flags  & VHF_HEALTHREGEN)
520         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);
521
522     if(self.vehicle_flags  & VHF_ENERGYREGEN)
523         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
524
525     player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
526
527
528     if(time > raptor.delay)
529     {
530         if(player.BUTTON_ATCK2)
531         {
532             raptor_bombdrop();
533             raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
534         }
535         player.vehicle_reload1 = 1;
536     }
537     else
538     {
539         player.vehicle_reload1 = min(time / raptor.delay, 1);
540         //raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
541     }
542
543     VEHICLE_UPDATE_PLAYER(health, raptor);
544
545     if(self.vehicle_flags & VHF_HASSHIELD)
546         VEHICLE_UPDATE_PLAYER(shield, raptor);
547
548     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
549     return 1;
550 }
551
552 void raptor_touch()
553 {
554     vehicles_touch();
555     if(self.owner)
556     {
557         if(vlen(self.velocity) == 0)
558             return;
559
560         if(other.classname != "player")
561             return;
562
563         return;
564     }
565
566     if(other.classname != "player")
567         return;
568
569     if(other.deadflag != DEAD_NO)
570         return;
571
572     if(other.vehicle != world)
573         return;
574
575     vehicles_enter();
576 }
577
578 void raptor_blowup()
579 {
580     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
581     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
582
583     self.deadflag    = DEAD_DEAD;
584     self.vehicle_exit(VHEF_NORMAL);
585     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
586
587     self.alpha          = -1;
588     self.movetype       = MOVETYPE_NONE;
589     self.effects        = EF_NODRAW;
590     self.colormod       = '0 0 0';
591     self.avelocity      = '0 0 0';
592     self.velocity       = '0 0 0';
593
594     setorigin(self, self.pos1);
595     self.touch = SUB_Null;
596 }
597
598 void raptor_die()
599 {
600     self.health       = 0;
601     self.event_damage = SUB_Null;
602     self.iscreature   = FALSE;
603     self.solid        = SOLID_CORPSE;
604     self.takedamage   = DAMAGE_NO;
605     self.deadflag     = DEAD_DYING;
606     self.movetype     = MOVETYPE_BOUNCE;
607     //self.wait         = time;
608
609     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
610
611     self.velocity_z += 128;
612
613     if(random() < 0.5)
614         self.avelocity_z  = 45 + random() * 270;
615     else
616         self.avelocity_z  = -45 + random() * -270;
617
618     self.colormod = '-0.5 -0.5 -0.5';
619
620         self.touch     = raptor_blowup;
621         self.think     = raptor_spawn;
622         self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
623 }
624
625 void raptor_spawn()
626 {
627     self.flags     = FL_NOTARGET;
628     self.effects   = 0;
629
630     self.vehicle_health = autocvar_g_vehicle_raptor_health;
631     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
632     self.event_damage   = vehicles_damage;
633     self.touch          = raptor_touch;
634     self.iscreature     = TRUE;
635     self.movetype       = MOVETYPE_FLY;
636     self.solid          = SOLID_SLIDEBOX;
637     self.takedamage     = DAMAGE_AIM;
638         self.deadflag       = DEAD_NO;
639     self.bot_attack     = TRUE;
640     self.vehicle_energy = 1;
641     self.vehicle_hudmodel.viewmodelforclient = self;
642
643     self.bomb1.gun1.avelocity_y = 90;
644     self.bomb1.gun2.avelocity_y = -90;
645     self.frame = 0;
646
647     setorigin(self, self.pos1);
648     self.angles = self.pos2;
649
650     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
651     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
652     self.delay = time;
653
654     vehicles_reset_colors();
655 }
656
657 void raptor_dinit()
658 {
659     entity spinner;
660     vector ofs;
661
662     if not (vehicle_initialize(
663              "Raptor",
664              "models/vehicles/raptor.dpm",
665              "",
666              "models/vehicles/raptor_cockpit.dpm",
667              "", "tag_hud", "tag_camera",
668              HUD_RAPTOR,
669              RAPTOR_MIN, RAPTOR_MAX,
670              FALSE,
671              raptor_spawn, raptor_frame,
672              raptor_enter, raptor_exit,
673              raptor_die,   raptor_think))
674     {
675         remove(self);
676         return;
677     }
678
679     //FIXME: Camera is in a bad place in HUD model.
680     setorigin(self.vehicle_viewport, '5 0 5');
681
682     self.frame = 0;
683
684     self.bomb1 = spawn();
685     self.bomb2 = spawn();
686     self.gun1  = spawn();
687     self.gun2  = spawn();
688
689 #ifdef RAPTOR_RETARDCAMERA
690     setattachment(self.vehicle_viewport, world, "");
691 #endif
692
693     setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
694     setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
695     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
696     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
697
698     setattachment(self.bomb1, self,"bombmount_left");
699     setattachment(self.bomb2, self,"bombmount_right");
700
701
702     // FIXME Guns mounts to angled bones
703     self.bomb1.angles = self.angles;
704     self.angles = '0 0 0';
705     // This messes up gun-aim, so work arround it.
706     //setattachment(self.gun1, self, "gunmount_left");
707     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
708     ofs -= self.origin;
709     setattachment(self.gun1, self, "");
710     setorigin(self.gun1, ofs);
711
712     //setattachment(self.gun2, self, "gunmount_right");
713     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
714     ofs -= self.origin;
715     setattachment(self.gun2, self, "");
716     setorigin(self.gun2, ofs);
717
718     self.angles = self.bomb1.angles;
719     self.bomb1.angles = '0 0 0';
720
721
722     spinner = spawn();
723     spinner.owner = self;
724     setmodel(spinner,"models/vehicles/spinner.dpm");
725     setattachment(spinner, self, "engine_left");
726     spinner.movetype = MOVETYPE_NOCLIP;
727     spinner.avelocity = '0 90 0';
728     self.bomb1.gun1 = spinner;
729
730     spinner = spawn();
731     spinner.owner = self;
732     setmodel(spinner,"models/vehicles/spinner.dpm");
733     setattachment(spinner, self, "engine_right");
734     spinner.movetype = MOVETYPE_NOCLIP;
735     spinner.avelocity = '0 -90 0';
736     self.bomb1.gun2 = spinner;
737
738     self.mass               = 2200;
739 }
740
741 void spawnfunc_vehicle_raptor()
742 {
743     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
744
745     if(autocvar_g_vehicle_raptor_shield)
746         self.vehicle_flags |= VHF_HASSHIELD;
747
748     if(autocvar_g_vehicle_raptor_shield_regen)
749         self.vehicle_flags |= VHF_SHIELDREGEN;
750
751     if(autocvar_g_vehicle_raptor_health_regen)
752         self.vehicle_flags |= VHF_HEALTHREGEN;
753
754     if(autocvar_g_vehicle_raptor_energy_regen)
755         self.vehicle_flags |= VHF_ENERGYREGEN;
756
757     precache_model ("models/vehicles/raptor.dpm");
758     precache_model ("models/vehicles/raptor_gun.dpm");
759     precache_model ("models/vehicles/spinner.dpm");
760     precache_model ("models/vehicles/raptor_cockpit.dpm");
761     precache_model ("models/vehicles/raptor_bomb.dpm");
762
763     self.think = raptor_dinit;
764     self.nextthink = time + 1;
765 }