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;
16 float autocvar_g_vehicle_raptor_bomblets;
17 float autocvar_g_vehicle_raptor_bomblet_alt;
18 float autocvar_g_vehicle_raptor_bomblet_time;
19 float autocvar_g_vehicle_raptor_bomblet_damage;
20 float autocvar_g_vehicle_raptor_bomblet_spread;
21 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
22 float autocvar_g_vehicle_raptor_bomblet_radius;
23 float autocvar_g_vehicle_raptor_bomblet_force;
24 float autocvar_g_vehicle_raptor_bombs_refire;
26 float autocvar_g_vehicle_raptor_guns_turnspeed;
27 float autocvar_g_vehicle_raptor_guns_turnlimit;
28 float autocvar_g_vehicle_raptor_guns_pitchlimit_up;
29 float autocvar_g_vehicle_raptor_guns_pitchlimit_down;
31 float autocvar_g_vehicle_raptor_cannon_locktarget;
32 float autocvar_g_vehicle_raptor_cannon_predicttarget;
33 float autocvar_g_vehicle_raptor_cannon_cost;
34 float autocvar_g_vehicle_raptor_cannon_damage;
35 float autocvar_g_vehicle_raptor_cannon_radius;
36 float autocvar_g_vehicle_raptor_cannon_refire;
37 float autocvar_g_vehicle_raptor_cannon_speed;
38 float autocvar_g_vehicle_raptor_cannon_spread;
41 float autocvar_g_vehicle_raptor_energy;
42 float autocvar_g_vehicle_raptor_energy_regen;
43 float autocvar_g_vehicle_raptor_energy_regen_pause;
45 float autocvar_g_vehicle_raptor_health;
46 float autocvar_g_vehicle_raptor_health_regen;
47 float autocvar_g_vehicle_raptor_health_regen_pause;
49 float autocvar_g_vehicle_raptor_shield;
50 float autocvar_g_vehicle_raptor_shield_regen;
51 float autocvar_g_vehicle_raptor_shield_regen_pause;
54 //void raptor_return();
56 //float raptor_takeoff();
61 float raptor_altitude(float amax)
63 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
64 return vlen(self.origin - trace_endpos);
67 void raptor_bombs_return()
69 self.owner.bomb1.alpha = 1;
70 self.owner.bomb2.alpha = 1;
74 void raptor_bomblet_boom()
76 if(other == self.owner || other.owner == self.owner)
79 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
80 RadiusDamage (self, self.enemy, 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);
87 void raptor_bomb_burst()
89 self.angles = vectoangles(self.velocity);
92 if(autocvar_g_vehicle_raptor_bomblet_alt)
94 self.nextthink = time;
95 // FIXME: this can make bombs stic forever if fierd at low altitude and land close to vehicle.
96 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
97 if(trace_fraction == 1.0)
100 if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
108 v = vlen(self.velocity);
109 d = normalize(self.velocity);
110 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
112 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
116 setorigin(bomblet,self.origin);
118 setmodel(bomblet,"models/vehicles/raptor_bomb.dpm");
121 bomblet.solid = SOLID_TRIGGER;
122 bomblet.movetype = MOVETYPE_BOUNCE;
123 bomblet.touch = raptor_bomblet_boom;
124 bomblet.think = raptor_bomblet_boom;
125 bomblet.nextthink = time + 5;
126 bomblet.owner = self.owner;
128 bomblet.modelflags = MF_GRENADE;
130 bomblet.velocity = normalize(d + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * v;
132 bomblet.angles = vectoangles(bomblet.velocity);
138 void raptor_bomb_touch()
143 void raptor_bombdrop()
145 entity bomb_1, bomb_2;
147 self.bomb1.alpha = 0.25;
148 self.bomb2.alpha = 0.25;
153 setmodel(bomb_1,"models/vehicles/raptor_bomb.dpm");
154 setmodel(bomb_2,"models/vehicles/raptor_bomb.dpm");
156 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
157 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
159 bomb_1.movetype = bomb_2.movetype = MOVETYPE_TOSS;
160 bomb_1.velocity = bomb_2.velocity = self.velocity;
161 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
162 bomb_1.think = bomb_2.think = raptor_bomb_burst;
164 if(autocvar_g_vehicle_raptor_bomblet_alt)
165 bomb_1.nextthink = bomb_2.nextthink = time;
167 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
169 bomb_1.avelocity = bomb_2.avelocity = '0 0 180';
170 bomb_1.owner = bomb_2.owner = self;
171 bomb_1.enemy = bomb_2.enemy = self.owner;
172 bomb_1.angles = bomb_2.angles = self.angles;
173 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
177 bomb_1.think = raptor_bombs_return;
178 bomb_1.nextthink = time + autocvar_g_vehicle_raptor_bombs_refire;
181 void raptor_bolt_explode()
184 pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
185 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 150, DEATH_WAKIGUN, world);
186 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
190 void raptor_fire_cannon(entity gun, string tagname)
196 PROJECTILE_MAKETRIGGER(bolt);
197 sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
198 setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
200 bolt.movetype = MOVETYPE_FLYMISSILE;
201 bolt.flags = FL_PROJECTILE | FL_NOTARGET;
203 bolt.realowner = self.owner;
204 bolt.touch = raptor_bolt_explode;
205 bolt.think = raptor_bolt_explode;
206 bolt.nextthink = time + 9;
207 bolt.bot_dodge = TRUE;
208 bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
209 bolt.velocity = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
211 pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
213 CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK , TRUE);
222 self.movetype = MOVETYPE_BOUNCEMISSILE;
223 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
224 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
232 hgt = raptor_altitude(512);
233 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
234 self.angles_x *= 0.95;
235 self.angles_z *= 0.95;
239 self.frame = max(self.frame - 0.25, 0);
241 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
242 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
246 self.movetype = MOVETYPE_BOUNCE;
247 self.think = raptor_think;
250 self.nextthink = time;
253 void raptor_exit(float eject)
256 if(self.deadflag == DEAD_NO)
258 vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
259 self.think = raptor_land;
260 self.nextthink = time;
266 Release_AuxiliaryXhair(self.owner);
267 makevectors(self.angles);
270 setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
271 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
274 setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
281 entity player, raptor;
286 raptor = self.vehicle;
289 if(player.BUTTON_USE)
292 vehicles_exit(VHEF_NORMAL);
297 if(raptor.deadflag != DEAD_NO)
300 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
305 if(raptor.frame < 25)
307 raptor.frame += 0.25;
308 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
309 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
310 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
314 raptor.angles_x *= -1;
316 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
317 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - raptor.angles_y, raptor.angles_y), ftmp);
320 raptor.angles_y = anglemods(raptor.angles_y + ftmp);
323 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
324 ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x), ftmp);
326 raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
327 raptor.angles_x *= -1;
329 if(autocvar_g_vehicle_raptor_movestyle == 1)
331 ftmp = raptor.angles_z;
333 ftmp2 = raptor.angles_x;
335 fixedmakevectors(raptor.angles);
336 raptor.angles_z = ftmp;
337 raptor.angles_x = ftmp2;
340 makevectors(player.v_angle);
342 df = raptor.velocity * -1;
344 if(player.movement_x != 0)
346 if(player.movement_x > 0)
347 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
348 else if(player.movement_x < 0)
349 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
352 if(player.movement_y != 0)
354 if(player.movement_y < 0)
355 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
356 else if(player.movement_y > 0)
357 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
359 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
363 raptor.angles_z *= 0.95;
364 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
368 if(player.BUTTON_CROUCH)
369 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
370 else if (player.BUTTON_JUMP)
371 df += v_up * autocvar_g_vehicle_raptor_speed_up;
373 raptor.velocity += df * frametime;
374 player.velocity = player.movement = raptor.velocity;
375 setorigin(player,raptor.origin + '0 0 32');
378 crosshair_trace(player);
380 if(autocvar_g_vehicle_raptor_cannon_locktarget)
384 if(raptor.gun2.enemy != world)
386 if(raptor.gun2.enemy == trace_ent)
387 raptor.gun2.cnt += 1;
389 raptor.gun2.cnt -= 1;
392 raptor.gun2.enemy = trace_ent;
394 if(raptor.gun2.cnt < 0)
396 raptor.gun2.enemy = world;
400 if(raptor.gun2.cnt > 50)
402 raptor.gun2.enemy = world;
405 raptor.gun1.enemy = trace_ent;
406 raptor.gun1.cnt = time + 1;
409 // Allready have a lock?
410 if(raptor.gun1.enemy != world)
412 // Add 0.5 secs of tracking for each trace hit
413 if(trace_ent == raptor.gun1.enemy)
414 raptor.gun1.cnt = min(raptor.gun1.cnt + 0.25, time + 5);
416 if(raptor.gun1.cnt < time)
417 raptor.gun1.enemy = world;
421 raptor.gun2.cnt = max(raptor.gun2.cnt - 1, 0);
423 if(raptor.gun1.cnt - time < 0)
424 raptor.gun1.enemy = world;
426 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
429 if(raptor.gun1.enemy != world)
431 float i, distance, impact_time;
433 vf = real_origin(raptor.gun1.enemy);
436 for(i = 0; i < 4; ++i)
439 distance = vlen(ad - o);
440 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
441 ad = vf + raptor.gun1.enemy.velocity * impact_time;
442 o = raptor.origin + raptor.velocity * impact_time;
449 trace_endpos = real_origin(raptor.gun1.enemy);
452 ftmp2 = autocvar_g_vehicle_raptor_guns_turnspeed * frametime;
456 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
459 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
460 df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset
462 df_x = bound(ftmp, df_x, ftmp2);
463 df_y = bound(ftmp, df_y, ftmp2);
465 raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_guns_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit_up);
466 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
469 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
472 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
473 df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset
475 df_x = bound(ftmp, df_x, ftmp2);
476 df_y = bound(ftmp, df_y, ftmp2);
478 raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_guns_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit_up);
479 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
482 if(autocvar_g_vehicle_raptor_cannon_locktarget)
485 if(raptor.gun1.enemy)
487 SpawnOrUpdateAuxiliaryXhair(player, trace_endpos, '1 0 0');
492 v_forward = vf * 0.5;
493 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
495 if(raptor.gun2.enemy != world)
497 ftmp = raptor.gun2.cnt / 50;
498 SpawnOrUpdateAuxiliaryXhair(player, trace_endpos, '1 0 0' * ftmp + '1 1 1' * (1 - ftmp));
501 SpawnOrUpdateAuxiliaryXhair(player, trace_endpos, '1 1 1');
506 SpawnOrUpdateAuxiliaryXhair(player, trace_endpos, '1 1 1');
508 if(player.BUTTON_ATCK)
509 if(raptor.attack_finished_single <= time)
510 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
512 raptor_fire_cannon(self.gun1, "fire1");
513 raptor_fire_cannon(self.gun2, "fire1");
515 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
516 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
520 if(self.vehicle_flags & VHF_SHIELDREGEN)
521 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);
523 if(self.vehicle_flags & VHF_HEALTHREGEN)
524 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);
526 if(self.vehicle_flags & VHF_ENERGYREGEN)
527 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
529 player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
531 if(time > raptor.delay)
532 if(player.BUTTON_ATCK2)
535 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
539 player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
540 VEHICLE_UPDATE_PLAYER(health, raptor);
542 if(self.vehicle_flags & VHF_HASSHIELD)
543 VEHICLE_UPDATE_PLAYER(shield, raptor);
545 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
555 if(vlen(self.velocity) == 0)
558 if(other.classname != "player")
564 if(other.classname != "player")
567 if(other.deadflag != DEAD_NO)
570 if(other.vehicle != world)
578 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
579 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
581 self.deadflag = DEAD_DEAD;
582 self.vehicle_exit(VHEF_NORMAL);
583 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
586 self.movetype = MOVETYPE_NONE;
587 self.effects = EF_NODRAW;
588 self.colormod = '0 0 0';
589 self.avelocity = '0 0 0';
590 self.velocity = '0 0 0';
592 setorigin(self, self.pos1);
593 self.touch = SUB_Null;
599 self.event_damage = SUB_Null;
600 self.iscreature = FALSE;
601 self.solid = SOLID_CORPSE;
602 self.takedamage = DAMAGE_NO;
603 self.deadflag = DEAD_DYING;
604 self.movetype = MOVETYPE_BOUNCE;
607 pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
609 self.velocity_z += 128;
612 self.avelocity_z = 45 + random() * 270;
614 self.avelocity_z = -45 + random() * -270;
616 self.colormod = '-0.5 -0.5 -0.5';
618 self.touch = raptor_blowup;
619 self.think = raptor_spawn;
620 self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
625 self.flags = FL_NOTARGET;
628 self.vehicle_health = autocvar_g_vehicle_raptor_health;
629 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
630 self.event_damage = vehicles_damage;
631 self.touch = raptor_touch;
632 self.iscreature = TRUE;
633 self.movetype = MOVETYPE_FLY;
634 self.solid = SOLID_SLIDEBOX;
635 self.takedamage = DAMAGE_AIM;
637 self.colormap = 1024;
638 self.deadflag = DEAD_NO;
639 self.bot_attack = TRUE;
640 self.colormod = '1 1 1';
641 self.avelocity = '0 0 0';
642 self.velocity = '0 0 0';
643 self.vehicle_energy = 1;
644 self.vehicle_hudmodel.viewmodelforclient = self;
646 self.bomb1.gun1.avelocity_y = 90;
647 self.bomb1.gun2.avelocity_y = -90;
650 setorigin(self, self.pos1);
651 self.angles = self.pos2;
653 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
654 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
663 if not (vehicle_initialize(
665 "models/vehicles/raptor.dpm",
667 "models/vehicles/raptor_cockpit.dpm",
668 "", "tag_hud", "tag_camera",
670 RAPTOR_MIN, RAPTOR_MAX,
672 raptor_spawn, raptor_frame,
673 raptor_enter, raptor_exit,
674 raptor_die, raptor_think))
680 //FIXME: Camera is in a bad place in HUD model.
681 setorigin(self.vehicle_viewport, '10 0 3');
685 self.bomb1 = spawn();
686 self.bomb2 = spawn();
690 setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
691 setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
692 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
693 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
695 setattachment(self.bomb1, self,"bombmount_left");
696 setattachment(self.bomb2, self,"bombmount_right");
698 // FIXME Guns mounts to angled bones
699 // This messes up gun-aim, so work arround it.
700 //setattachment(self.gun1, self, "gunmount_left");
701 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
703 setattachment(self.gun1, self, "");
704 setorigin(self.gun1, ofs);
706 //setattachment(self.gun2, self, "gunmount_right");
707 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
709 setattachment(self.gun2, self, "");
710 setorigin(self.gun2, ofs);
713 spinner.owner = self;
714 setmodel(spinner,"models/vehicles/spinner.dpm");
715 setattachment(spinner, self, "engine_left");
716 spinner.movetype = MOVETYPE_NOCLIP;
717 spinner.avelocity = '0 90 0';
718 self.bomb1.gun1 = spinner;
721 spinner.owner = self;
722 setmodel(spinner,"models/vehicles/spinner.dpm");
723 setattachment(spinner, self, "engine_right");
724 spinner.movetype = MOVETYPE_NOCLIP;
725 spinner.avelocity = '0 -90 0';
726 self.bomb1.gun2 = spinner;
729 void spawnfunc_vehicle_raptor()
731 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
733 if(autocvar_g_vehicle_raptor_shield)
734 self.vehicle_flags |= VHF_HASSHIELD;
736 if(autocvar_g_vehicle_raptor_shield_regen)
737 self.vehicle_flags |= VHF_SHIELDREGEN;
739 if(autocvar_g_vehicle_raptor_health_regen)
740 self.vehicle_flags |= VHF_HEALTHREGEN;
742 if(autocvar_g_vehicle_raptor_energy_regen)
743 self.vehicle_flags |= VHF_ENERGYREGEN;
745 precache_model ("models/vehicles/raptor.dpm");
746 precache_model ("models/vehicles/raptor_gun.dpm");
747 precache_model ("models/vehicles/spinner.dpm");
748 precache_model ("models/vehicles/raptor_cockpit.dpm");
749 precache_model ("models/vehicles/raptor_bomb.dpm");
752 self.think = raptor_dinit;
753 self.nextthink = time + 1;