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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
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;
25
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;
30
31 float autocvar_g_vehicle_raptor_cannon_locktarget;
32 float autocvar_g_vehicle_raptor_cannon_locking_time;
33 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
34 float autocvar_g_vehicle_raptor_cannon_locked_time;
35 float autocvar_g_vehicle_raptor_cannon_predicttarget;
36
37 float autocvar_g_vehicle_raptor_cannon_cost;
38 float autocvar_g_vehicle_raptor_cannon_damage;
39 float autocvar_g_vehicle_raptor_cannon_radius;
40 float autocvar_g_vehicle_raptor_cannon_refire;
41 float autocvar_g_vehicle_raptor_cannon_speed;
42 float autocvar_g_vehicle_raptor_cannon_spread;
43
44
45 float autocvar_g_vehicle_raptor_energy;
46 float autocvar_g_vehicle_raptor_energy_regen;
47 float autocvar_g_vehicle_raptor_energy_regen_pause;
48
49 float autocvar_g_vehicle_raptor_health;
50 float autocvar_g_vehicle_raptor_health_regen;
51 float autocvar_g_vehicle_raptor_health_regen_pause;
52
53 float autocvar_g_vehicle_raptor_shield;
54 float autocvar_g_vehicle_raptor_shield_regen;
55 float autocvar_g_vehicle_raptor_shield_regen_pause;
56
57 void raptor_spawn();
58 //void raptor_return();
59 float raptor_frame();
60 //float raptor_takeoff();
61
62 .entity bomb1;
63 .entity bomb2;
64 .entity camera;
65
66 float raptor_altitude(float amax)
67 {
68         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
69     return vlen(self.origin - trace_endpos);
70 }
71
72 void raptor_bombs_return()
73 {
74     self.owner.bomb1.alpha = 1;
75     self.owner.bomb2.alpha = 1;
76     remove(self);
77 }
78
79 void raptor_bomblet_boom()
80 {
81     if(other == self.owner || other.owner == self.owner)
82         return;
83
84     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
85     RadiusDamage (self, self.enemy, autocvar_g_vehicle_raptor_bomblet_damage,
86                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
87                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
88                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
89     remove(self);
90 }
91
92 void raptor_bomb_burst()
93 {
94     self.angles = vectoangles(self.velocity);
95
96
97     if(autocvar_g_vehicle_raptor_bomblet_alt)
98     {
99         self.nextthink = time;
100         // FIXME: this can make bombs stic forever if fierd at low altitude and land close to vehicle.
101         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
102         if(trace_fraction == 1.0)
103             return;
104
105         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
106             return;
107     }
108
109     entity bomblet;
110     float i,v;
111     vector d;
112
113     v = vlen(self.velocity);
114     d = normalize(self.velocity);
115     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
116
117     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118     {
119
120         bomblet = spawn();
121         setorigin(bomblet,self.origin);
122
123         setmodel(bomblet,"models/vehicles/raptor_bomb.dpm");
124         bomblet.scale = 0.5;
125
126         bomblet.solid       = SOLID_TRIGGER;
127         bomblet.movetype    = MOVETYPE_BOUNCE;
128         bomblet.touch       = raptor_bomblet_boom;
129         bomblet.think       = raptor_bomblet_boom;
130         bomblet.nextthink   = time + 5;
131         bomblet.owner       = self.owner;
132
133         bomblet.modelflags = MF_GRENADE;
134
135         bomblet.velocity = normalize(d + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * v;
136
137         bomblet.angles = vectoangles(bomblet.velocity);
138     }
139
140     remove(self);
141 }
142
143 void raptor_bomb_touch()
144 {
145     raptor_bomb_burst();
146 }
147
148 void raptor_bombdrop()
149 {
150     entity bomb_1, bomb_2;
151
152     self.bomb1.alpha = 0.25;
153     self.bomb2.alpha = 0.25;
154
155     bomb_1 = spawn();
156     bomb_2 = spawn();
157
158     setmodel(bomb_1,"models/vehicles/raptor_bomb.dpm");
159     setmodel(bomb_2,"models/vehicles/raptor_bomb.dpm");
160
161     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
162     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
163
164     bomb_1.movetype  = bomb_2.movetype   = MOVETYPE_TOSS;
165     bomb_1.velocity  = bomb_2.velocity   = self.velocity;
166     bomb_1.touch     = bomb_2.touch      = raptor_bomb_touch;
167     bomb_1.think     = bomb_2.think      = raptor_bomb_burst;
168
169     if(autocvar_g_vehicle_raptor_bomblet_alt)
170         bomb_1.nextthink = bomb_2.nextthink  = time;
171     else
172         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
173
174     bomb_1.avelocity = bomb_2.avelocity  = '0 0 180';
175     bomb_1.owner     = bomb_2.owner      = self;
176     bomb_1.enemy     = bomb_2.enemy      = self.owner;
177     bomb_1.angles    = bomb_2.angles     = self.angles;
178     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
179
180     bomb_1 = spawn();
181     bomb_1.owner = self;
182     bomb_1.think = raptor_bombs_return;
183     bomb_1.nextthink = time + autocvar_g_vehicle_raptor_bombs_refire;
184 }
185
186 void raptor_bolt_explode()
187 {
188         PROJECTILE_TOUCH;
189     pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
190     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
191     sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
192     remove (self);
193 }
194
195 void raptor_fire_cannon(entity gun, string tagname)
196 {
197     entity bolt;
198
199     bolt = spawn();
200
201     PROJECTILE_MAKETRIGGER(bolt);
202     sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
203     setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
204
205     bolt.movetype        = MOVETYPE_FLYMISSILE;
206     bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
207     bolt.owner           = self;
208     bolt.realowner       = self.owner;
209     bolt.touch           = raptor_bolt_explode;
210     bolt.think           = raptor_bolt_explode;
211     bolt.nextthink       = time + 9;
212     bolt.bot_dodge       = TRUE;
213     bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
214     bolt.velocity        = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
215
216     pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
217     //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
218
219     CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK   , TRUE);
220 }
221
222 void raptor_think()
223 {
224 }
225
226 void raptor_enter()
227 {
228     self.movetype   = MOVETYPE_BOUNCEMISSILE;
229     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
230     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
231     self.velocity_z = 1;
232     //setorigin(self.vehicle_viewport, self.origin);
233 }
234
235 void raptor_land()
236 {
237     float hgt;
238
239     hgt = raptor_altitude(512);
240     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
241     self.angles_x *= 0.95;
242     self.angles_z *= 0.95;
243
244     if(hgt < 128)
245         if(self.frame != 0)
246             self.frame = max(self.frame - 0.25, 0);
247
248     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
249     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
250
251     if(hgt < 16)
252     {
253         self.movetype   = MOVETYPE_BOUNCE;
254         self.think      = raptor_think;
255     }
256
257     self.nextthink  = time;
258 }
259
260 void raptor_exit(float eject)
261 {
262
263     if(self.deadflag == DEAD_NO)
264     {
265         vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
266         self.think      = raptor_land;
267         self.nextthink  = time;
268     }
269
270     if not (self.owner)
271         return;
272
273         makevectors(self.angles);
274         if(eject)
275         {
276             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
277             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
278         }
279         else
280         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
281
282     self.owner = world;
283 }
284
285 float raptor_frame()
286 {
287     entity player, raptor;
288     float ftmp, ftmp2;
289     vector df;
290
291     player = self;
292     raptor   = self.vehicle;
293     self    = raptor;
294
295     if(player.BUTTON_USE)
296     {
297         self = raptor;
298         vehicles_exit(VHEF_NORMAL);
299         self = player;
300         return 0;
301     }
302
303     if(raptor.deadflag != DEAD_NO)
304     {
305         self = player;
306         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
307         return 1;
308     }
309
310     // Takeoff sequense
311     if(raptor.frame < 25)
312     {
313         raptor.frame += 0.25;
314         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
315         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
316         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
317         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
318         self = player;
319         return 1;
320     }
321
322     /*
323     raptor.angles_x *= -1;
324     // Rotate Body
325     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
326     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - raptor.angles_y, raptor.angles_y), ftmp);
327
328     // Turn
329     raptor.angles_y = anglemods(raptor.angles_y + ftmp);
330
331     // Pitch Body
332     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
333     ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x), ftmp);
334
335     raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
336     raptor.angles_x *= -1;
337
338     if(autocvar_g_vehicle_raptor_movestyle == 1)
339     {
340         ftmp = raptor.angles_z;
341         raptor.angles_z = 0;
342         ftmp2 = raptor.angles_x;
343         raptor.angles_x = 0;
344         fixedmakevectors(raptor.angles);
345         raptor.angles_z = ftmp;
346         raptor.angles_x = ftmp2;
347     }
348     else
349         makevectors(player.v_angle);
350     */
351     crosshair_trace(player);
352     //df = vectoangles(normalize(trace_endpos - gettaginfo(raptor ,gettagindex(raptor, "tag_hud"))) - raptor.angles);
353     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
354     if(df_x > 180)  df_x -= 360;
355     if(df_x < -180) df_x += 360;
356     if(df_y > 180)  df_y -= 360;
357     if(df_y < -180) df_y += 360;
358
359     //raptor.angles_x *= -1;
360     // Rotate Body
361     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
362     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
363
364     // Turn
365     raptor.angles_y = anglemods(raptor.angles_y + ftmp);
366
367     // Pitch Body
368     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
369     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
370
371     raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
372     //raptor.angles_x *= -1;
373
374     if(autocvar_g_vehicle_raptor_movestyle == 1)
375     {
376         ftmp = raptor.angles_z;
377         raptor.angles_z = 0;
378         ftmp2 = raptor.angles_x;
379         raptor.angles_x = 0;
380         fixedmakevectors(raptor.angles);
381         raptor.angles_z = ftmp;
382         raptor.angles_x = ftmp2;
383     }
384     else
385         makevectors(player.v_angle);
386
387
388
389     /*
390     float dist, spd, back, up;
391     //dist = normalize(self.vehicle_viewport.origin - self.origin);
392     spd = vlen(self.velocity) + 0.01;
393     back = spd / autocvar_g_vehicle_raptor_speed_forward;
394     up = 1 - back;
395     back = back;
396     back = back * 1250;
397     back += 150;
398     up = up * 200;
399     up = up + 100;
400
401     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
402     */
403
404     df = raptor.velocity * -1;
405
406     if(player.movement_x != 0)
407     {
408         if(player.movement_x > 0)
409             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
410         else if(player.movement_x < 0)
411             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
412     }
413
414     if(player.movement_y != 0)
415     {
416         if(player.movement_y < 0)
417             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
418         else if(player.movement_y > 0)
419             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
420
421         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
422     }
423     else
424     {
425         raptor.angles_z *= 0.95;
426         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
427             raptor.angles_z = 0;
428     }
429
430     if(player.BUTTON_CROUCH)
431         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
432     else if (player.BUTTON_JUMP)
433         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
434
435     raptor.velocity  += df * frametime;
436     player.velocity = player.movement  = raptor.velocity;
437     setorigin(player,raptor.origin + '0 0 32');
438
439     vector vf, ad;
440     // Target lock & predict
441     if(autocvar_g_vehicle_raptor_cannon_locktarget)
442     {
443
444         vehicles_locktarget2((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
445                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
446                              autocvar_g_vehicle_raptor_cannon_locked_time);
447
448         if(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
449         {
450             vector o;
451             if(self.lock_target != world)
452             {
453                 float i, distance, impact_time;
454
455                 vf = real_origin(raptor.lock_target);
456                 ad = vf;
457                 o = raptor.origin;
458                 for(i = 0; i < 4; ++i)
459                 {
460
461                     distance = vlen(ad - o);
462                     impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
463                     ad = vf + raptor.lock_target.velocity * impact_time;
464                     o = raptor.origin + raptor.velocity * impact_time;
465                 }
466                 trace_endpos = ad;
467             }
468         }
469
470         if(self.lock_target != world)
471         if(self.lock_strength == 1)
472             UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
473         else
474             UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
475     }
476
477     // Aim the gunz
478     ftmp2 = autocvar_g_vehicle_raptor_guns_turnspeed * frametime;
479     ftmp = -ftmp2;
480
481     // Gun1
482     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
483     ad = df;
484     vf = v_forward;
485     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
486     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
487     // Bind to aimspeed
488     df_x = bound(ftmp, df_x, ftmp2);
489     df_y = bound(ftmp, df_y, ftmp2);
490     // Bind to limts
491     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);
492     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
493
494     //Gun 2
495     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
496     ad += df;
497     vf += v_forward;
498     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
499     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
500     // Bind to aimspeed
501     df_x = bound(ftmp, df_x, ftmp2);
502     df_y = bound(ftmp, df_y, ftmp2);
503     // Bind to limts
504     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);
505     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
506
507
508     /*
509     ad = ad * 0.5;
510     v_forward = vf * 0.5;
511     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
512     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
513     */
514
515     if(player.BUTTON_ATCK)
516     if(raptor.attack_finished_single <= time)
517     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
518     {
519         raptor_fire_cannon(self.gun1, "fire1");
520         raptor_fire_cannon(self.gun2, "fire1");
521
522         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
523         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
524         self.cnt = time;
525     }
526
527     if(self.vehicle_flags  & VHF_SHIELDREGEN)
528         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);
529
530     if(self.vehicle_flags  & VHF_HEALTHREGEN)
531         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);
532
533     if(self.vehicle_flags  & VHF_ENERGYREGEN)
534         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
535
536     player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
537
538     if(time > raptor.delay)
539     if(player.BUTTON_ATCK2)
540     {
541         raptor_bombdrop();
542         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
543         raptor.lip = time;
544     }
545
546     player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
547     VEHICLE_UPDATE_PLAYER(health, raptor);
548
549     if(self.vehicle_flags & VHF_HASSHIELD)
550         VEHICLE_UPDATE_PLAYER(shield, raptor);
551
552     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
553     return 1;
554 }
555
556 void raptor_touch()
557 {
558     if(self.owner)
559     {
560         if(vlen(self.velocity) == 0)
561             return;
562
563         if(other.classname != "player")
564             return;
565
566         return;
567     }
568
569     if(other.classname != "player")
570         return;
571
572     if(other.deadflag != DEAD_NO)
573         return;
574
575     if(other.vehicle != world)
576         return;
577
578     vehicles_enter();
579 }
580
581 void raptor_blowup()
582 {
583     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
584     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
585
586     self.deadflag    = DEAD_DEAD;
587     self.vehicle_exit(VHEF_NORMAL);
588     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
589
590     self.alpha          = -1;
591     self.movetype       = MOVETYPE_NONE;
592     self.effects        = EF_NODRAW;
593     self.colormod       = '0 0 0';
594     self.avelocity      = '0 0 0';
595     self.velocity       = '0 0 0';
596
597     setorigin(self, self.pos1);
598     self.touch = SUB_Null;
599 }
600
601 void raptor_die()
602 {
603     self.health       = 0;
604     self.event_damage = SUB_Null;
605     self.iscreature   = FALSE;
606     self.solid        = SOLID_CORPSE;
607     self.takedamage   = DAMAGE_NO;
608     self.deadflag     = DEAD_DYING;
609     self.movetype     = MOVETYPE_BOUNCE;
610     //self.wait         = time;
611
612     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
613
614     self.velocity_z += 128;
615
616     if(random() < 0.5)
617         self.avelocity_z  = 45 + random() * 270;
618     else
619         self.avelocity_z  = -45 + random() * -270;
620
621     self.colormod = '-0.5 -0.5 -0.5';
622
623         self.touch     = raptor_blowup;
624         self.think     = raptor_spawn;
625         self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
626 }
627
628 void raptor_spawn()
629 {
630     self.flags     = FL_NOTARGET;
631     self.effects   = 0;
632
633     self.vehicle_health = autocvar_g_vehicle_raptor_health;
634     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
635     self.event_damage   = vehicles_damage;
636     self.touch          = raptor_touch;
637     self.iscreature     = TRUE;
638     self.movetype       = MOVETYPE_FLY;
639     self.solid          = SOLID_SLIDEBOX;
640     self.takedamage     = DAMAGE_AIM;
641     self.alpha          = 1;
642         self.colormap       = 1024;
643         self.deadflag       = DEAD_NO;
644     self.bot_attack     = TRUE;
645     self.colormod       = '1 1 1';
646     self.avelocity      = '0 0 0';
647     self.velocity       = '0 0 0';
648     self.vehicle_energy = 1;
649     self.vehicle_hudmodel.viewmodelforclient = self;
650
651     self.bomb1.gun1.avelocity_y = 90;
652     self.bomb1.gun2.avelocity_y = -90;
653     self.frame = 0;
654
655     setorigin(self, self.pos1);
656     self.angles = self.pos2;
657
658     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
659     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
660     self.delay = time;
661
662     vehicles_common_spawn();
663 }
664
665 void raptor_dinit()
666 {
667     entity spinner;
668     vector ofs;
669
670     if not (vehicle_initialize(
671              "Raptor",
672              "models/vehicles/raptor.dpm",
673              "",
674              "models/vehicles/raptor_cockpit.dpm",
675              "", "tag_hud", "tag_camera",
676              HUD_RAPTOR,
677              RAPTOR_MIN, RAPTOR_MAX,
678              FALSE,
679              raptor_spawn, raptor_frame,
680              raptor_enter, raptor_exit,
681              raptor_die,   raptor_think))
682     {
683         remove(self);
684         return;
685     }
686
687     //FIXME: Camera is in a bad place in HUD model.
688     setorigin(self.vehicle_viewport, '10 0 3');
689
690     self.frame = 0;
691
692     self.bomb1 = spawn();
693     self.bomb2 = spawn();
694     self.gun1  = spawn();
695     self.gun2  = spawn();
696
697     //setattachment(self.vehicle_viewport, world, "");
698
699     setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
700     setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
701     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
702     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
703
704     setattachment(self.bomb1, self,"bombmount_left");
705     setattachment(self.bomb2, self,"bombmount_right");
706
707     // FIXME Guns mounts to angled bones
708     // This messes up gun-aim, so work arround it.
709     //setattachment(self.gun1, self, "gunmount_left");
710     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
711     ofs -= self.origin;
712     setattachment(self.gun1, self, "");
713     setorigin(self.gun1, ofs);
714
715     //setattachment(self.gun2, self, "gunmount_right");
716     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
717     ofs -= self.origin;
718     setattachment(self.gun2, self, "");
719     setorigin(self.gun2, ofs);
720
721     spinner = spawn();
722     spinner.owner = self;
723     setmodel(spinner,"models/vehicles/spinner.dpm");
724     setattachment(spinner, self, "engine_left");
725     spinner.movetype = MOVETYPE_NOCLIP;
726     spinner.avelocity = '0 90 0';
727     self.bomb1.gun1 = spinner;
728
729     spinner = spawn();
730     spinner.owner = self;
731     setmodel(spinner,"models/vehicles/spinner.dpm");
732     setattachment(spinner, self, "engine_right");
733     spinner.movetype = MOVETYPE_NOCLIP;
734     spinner.avelocity = '0 -90 0';
735     self.bomb1.gun2 = spinner;
736 }
737
738 void spawnfunc_vehicle_raptor()
739 {
740     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
741
742     if(autocvar_g_vehicle_raptor_shield)
743         self.vehicle_flags |= VHF_HASSHIELD;
744
745     if(autocvar_g_vehicle_raptor_shield_regen)
746         self.vehicle_flags |= VHF_SHIELDREGEN;
747
748     if(autocvar_g_vehicle_raptor_health_regen)
749         self.vehicle_flags |= VHF_HEALTHREGEN;
750
751     if(autocvar_g_vehicle_raptor_energy_regen)
752         self.vehicle_flags |= VHF_ENERGYREGEN;
753
754     precache_model ("models/vehicles/raptor.dpm");
755     precache_model ("models/vehicles/raptor_gun.dpm");
756     precache_model ("models/vehicles/spinner.dpm");
757     precache_model ("models/vehicles/raptor_cockpit.dpm");
758     precache_model ("models/vehicles/raptor_bomb.dpm");
759
760     self.think = raptor_dinit;
761     self.nextthink = time + 1;
762 }