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;
15 float autocvar_g_vehicle_raptor_friction;
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;
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;
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;
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;
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
61 float raptor_takeoff();
66 //#define RAPTOR_RETARDCAMERA
68 float raptor_altitude(float amax)
70 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
71 return vlen(self.origin - trace_endpos);
75 void raptor_bomblet_boom()
77 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
78 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
79 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
80 autocvar_g_vehicle_raptor_bomblet_edgedamage,
81 autocvar_g_vehicle_raptor_bomblet_radius, world,
82 autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
86 void raptor_bomblet_touch()
88 if(other == self.owner)
92 self.think = raptor_bomblet_boom;
93 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
96 void raptor_bomb_burst()
99 if(autocvar_g_vehicle_raptor_bomblet_alt)
101 self.nextthink = time;
102 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
103 if(trace_fraction == 1.0)
106 if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
113 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
114 pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
116 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
119 setorigin(bomblet, self.origin);
121 //bomblet.solid = SOLID_TRIGGER;
122 bomblet.movetype = MOVETYPE_TOSS;
123 bomblet.touch = raptor_bomblet_touch;
124 bomblet.think = raptor_bomblet_boom;
125 bomblet.nextthink = time + 5;
126 bomblet.owner = self.owner;
127 bomblet.realowner = self.realowner;
128 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
129 PROJECTILE_MAKETRIGGER(bomblet);
130 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
136 void raptor_bomb_touch()
141 void raptor_bombdrop()
143 entity bomb_1, bomb_2;
145 //self.bomb1.alpha = 0;
146 //self.bomb2.alpha = 0;
151 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
152 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
154 bomb_1.movetype = bomb_2.movetype = MOVETYPE_TOSS;
155 bomb_1.velocity = bomb_2.velocity = self.velocity;
156 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
157 bomb_1.think = bomb_2.think = raptor_bomb_burst;
158 bomb_1.cnt = bomb_2.cnt = time + 10;
160 if(autocvar_g_vehicle_raptor_bomblet_alt)
161 bomb_1.nextthink = bomb_2.nextthink = time;
163 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
165 bomb_1.owner = bomb_2.owner = self;
166 bomb_1.realowner = bomb_2.realowner = self.owner;
167 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
168 bomb_1.gravity = bomb_2.gravity = 1;
170 PROJECTILE_MAKETRIGGER(bomb_1);
171 PROJECTILE_MAKETRIGGER(bomb_2);
173 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
174 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
178 void raptor_bolt_explode()
181 pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
182 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
183 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
187 void raptor_fire_cannon(entity gun, string tagname)
193 PROJECTILE_MAKETRIGGER(bolt);
194 sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
195 setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
197 bolt.movetype = MOVETYPE_FLYMISSILE;
198 bolt.flags = FL_PROJECTILE | FL_NOTARGET;
200 bolt.realowner = self.owner;
201 bolt.touch = raptor_bolt_explode;
202 bolt.think = raptor_bolt_explode;
203 bolt.nextthink = time + 9;
204 bolt.bot_dodge = TRUE;
205 bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
206 bolt.velocity = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
208 pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
209 //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
211 CSQCProjectile(bolt, TRUE, PROJECTILE_RAPTORCANNON, TRUE);
220 self.owner.PlayerPhysplug = raptor_takeoff;
221 self.movetype = MOVETYPE_FLY;
222 self.solid = SOLID_BBOX;
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);
227 #ifdef RAPTOR_RETARDCAMERA
228 setorigin(self.vehicle_viewport, self.origin);
236 hgt = raptor_altitude(512);
237 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
238 self.angles_x *= 0.95;
239 self.angles_z *= 0.95;
243 self.frame = max(self.frame - 0.25, 0);
245 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
246 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
250 self.movetype = MOVETYPE_TOSS;
251 self.think = raptor_think;
254 self.nextthink = time;
257 void raptor_exit(float eject)
260 if(self.deadflag == DEAD_NO)
262 self.think = raptor_land;
263 self.nextthink = time;
269 makevectors(self.angles);
272 setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
273 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
276 setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
281 float raptor_takeoff()
283 entity player, raptor;
288 raptor = self.vehicle;
292 if(raptor.frame < 25)
294 raptor.frame += 0.25;
295 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
296 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
297 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
298 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
300 setorigin(player, raptor.origin + '0 0 32');
303 player.PlayerPhysplug = raptor_frame;
311 entity player, raptor;
316 raptor = self.vehicle;
319 if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
322 vehicles_exit(VHEF_NORMAL);
327 if(raptor.deadflag != DEAD_NO)
330 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
336 crosshair_trace(player);
338 #if VEHICLES_VIEWROTATE_CROSSHAIR
339 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
340 if(df_x > 180) df_x -= 360;
341 if(df_x < -180) df_x += 360;
342 if(df_y > 180) df_y -= 360;
343 if(df_y < -180) df_y += 360;
346 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
347 ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
350 //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
351 raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
354 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
355 ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
357 //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
358 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
361 vang = raptor.angles;
362 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
365 if(df_x > 180) df_x -= 360;
366 if(df_x < -180) df_x += 360;
367 if(df_y > 180) df_y -= 360;
368 if(df_y < -180) df_y += 360;
370 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
371 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
372 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
376 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
377 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
379 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
380 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
381 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
383 raptor.angles_x = anglemods(raptor.angles_x);
384 raptor.angles_y = anglemods(raptor.angles_y);
385 raptor.angles_z = anglemods(raptor.angles_z);
389 if(autocvar_g_vehicle_raptor_movestyle == 1)
390 makevectors('0 1 0' * raptor.angles_y);
392 makevectors(player.v_angle);
394 #ifdef RAPTOR_RETARDCAMERA
396 spd = vlen(self.velocity) + 0.01;
397 back = spd / autocvar_g_vehicle_raptor_speed_forward;
405 setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
408 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
410 if(player.movement_x != 0)
412 if(player.movement_x > 0)
413 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
414 else if(player.movement_x < 0)
415 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
418 if(player.movement_y != 0)
420 if(player.movement_y < 0)
421 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
422 else if(player.movement_y > 0)
423 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
425 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
429 raptor.angles_z *= 0.95;
430 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
434 if(player.BUTTON_CROUCH)
435 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
436 else if (player.BUTTON_JUMP)
437 df += v_up * autocvar_g_vehicle_raptor_speed_up;
439 raptor.velocity += df * frametime;
440 player.velocity = player.movement = raptor.velocity;
441 setorigin(player,raptor.origin + '0 0 32');
444 // Target lock & predict
445 if(autocvar_g_vehicle_raptor_cannon_locktarget)
448 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
449 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
450 autocvar_g_vehicle_raptor_cannon_locked_time);
452 if(self.lock_target != world)
453 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
454 if(self.lock_strength == 1)
456 float i, distance, impact_time;
458 vf = real_origin(raptor.lock_target);
460 for(i = 0; i < 4; ++i)
462 distance = vlen(ad - raptor.origin);
463 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
464 ad = vf + raptor.lock_target.velocity * impact_time;
467 //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
472 if(raptor.lock_strength == 1)
473 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
474 else if(self.lock_strength > 0.5)
475 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
476 else if(self.lock_strength < 0.5)
477 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
482 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
486 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
489 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
490 df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset
492 df_x = bound(ftmp, df_x, ftmp2);
493 df_y = bound(ftmp, df_y, ftmp2);
495 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);
496 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
498 //df = vectoangles(normalize(trace_endpos - df));
501 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
504 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
505 df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset
507 df_x = bound(ftmp, df_x, ftmp2);
508 df_y = bound(ftmp, df_y, ftmp2);
510 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);
511 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
515 v_forward = vf * 0.5;
516 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
517 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
520 if(player.BUTTON_ATCK)
521 if(raptor.attack_finished_single <= time)
522 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
524 raptor.misc_bulletcounter += 1;
525 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
526 if(raptor.misc_bulletcounter <= 2)
527 raptor_fire_cannon(self.gun1, "fire1");
528 else if(raptor.misc_bulletcounter == 3)
529 raptor_fire_cannon(self.gun2, "fire1");
532 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
533 raptor_fire_cannon(self.gun2, "fire1");
534 raptor.misc_bulletcounter = 0;
536 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
540 if(self.vehicle_flags & VHF_SHIELDREGEN)
541 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);
543 if(self.vehicle_flags & VHF_HEALTHREGEN)
544 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);
546 if(self.vehicle_flags & VHF_ENERGYREGEN)
547 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
550 if(time > raptor.delay)
551 if(player.BUTTON_ATCK2)
554 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
558 player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
559 raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
561 VEHICLE_UPDATE_PLAYER(health, raptor);
562 VEHICLE_UPDATE_PLAYER(energy, raptor);
563 if(self.vehicle_flags & VHF_HASSHIELD)
564 VEHICLE_UPDATE_PLAYER(shield, raptor);
568 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
574 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
575 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
577 self.deadflag = DEAD_DEAD;
578 self.vehicle_exit(VHEF_NORMAL);
579 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
582 self.movetype = MOVETYPE_NONE;
583 self.effects = EF_NODRAW;
584 self.colormod = '0 0 0';
585 self.avelocity = '0 0 0';
586 self.velocity = '0 0 0';
588 setorigin(self, self.pos1);
589 self.touch = SUB_Null;
595 self.event_damage = SUB_Null;
596 self.iscreature = FALSE;
597 self.solid = SOLID_CORPSE;
598 self.takedamage = DAMAGE_NO;
599 self.deadflag = DEAD_DYING;
600 self.movetype = MOVETYPE_BOUNCE;
602 pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
604 self.velocity_z += 128;
607 self.avelocity_z = 45 + random() * 270;
609 self.avelocity_z = -45 + random() * -270;
611 self.colormod = '-0.5 -0.5 -0.5';
612 self.touch = raptor_blowup;
618 self.vehicle_health = autocvar_g_vehicle_raptor_health;
619 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
620 self.movetype = MOVETYPE_TOSS;
621 self.solid = SOLID_BBOX;
622 self.vehicle_energy = 1;
624 self.bomb1.gun1.avelocity_y = 90;
625 self.bomb1.gun2.avelocity_y = -90;
627 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
636 if not (vehicle_initialize(
638 "models/vehicles/raptor.dpm",
640 "models/vehicles/raptor_cockpit.dpm",
641 "", "tag_hud", "tag_camera",
643 RAPTOR_MIN, RAPTOR_MAX,
645 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
647 raptor_enter, raptor_exit,
648 raptor_die, raptor_think))
653 setorigin(self, self.origin + '0 0 50');
654 //FIXME: Camera is in a bad place in HUD model.
655 setorigin(self.vehicle_viewport, '5 0 5');
659 self.bomb1 = spawn();
660 self.bomb2 = spawn();
664 #ifdef RAPTOR_RETARDCAMERA
665 setattachment(self.vehicle_viewport, world, "");
668 setmodel(self.bomb1,"models/vehicles/clusterbomb.md3");
669 setmodel(self.bomb2,"models/vehicles/clusterbomb.md3");
670 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
671 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
673 setattachment(self.bomb1, self,"bombmount_left");
674 setattachment(self.bomb2, self,"bombmount_right");
677 // FIXME Guns mounts to angled bones
678 self.bomb1.angles = self.angles;
679 self.angles = '0 0 0';
680 // This messes up gun-aim, so work arround it.
681 //setattachment(self.gun1, self, "gunmount_left");
682 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
684 setattachment(self.gun1, self, "");
685 setorigin(self.gun1, ofs);
687 //setattachment(self.gun2, self, "gunmount_right");
688 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
690 setattachment(self.gun2, self, "");
691 setorigin(self.gun2, ofs);
693 self.angles = self.bomb1.angles;
694 self.bomb1.angles = '0 0 0';
698 spinner.owner = self;
699 setmodel(spinner,"models/vehicles/spinner.dpm");
700 setattachment(spinner, self, "engine_left");
701 spinner.movetype = MOVETYPE_NOCLIP;
702 spinner.avelocity = '0 90 0';
703 self.bomb1.gun1 = spinner;
706 spinner.owner = self;
707 setmodel(spinner,"models/vehicles/spinner.dpm");
708 setattachment(spinner, self, "engine_right");
709 spinner.movetype = MOVETYPE_NOCLIP;
710 spinner.avelocity = '0 -90 0';
711 self.bomb1.gun2 = spinner;
716 void spawnfunc_vehicle_raptor()
718 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
720 if(autocvar_g_vehicle_raptor_shield)
721 self.vehicle_flags |= VHF_HASSHIELD;
723 if(autocvar_g_vehicle_raptor_shield_regen)
724 self.vehicle_flags |= VHF_SHIELDREGEN;
726 if(autocvar_g_vehicle_raptor_health_regen)
727 self.vehicle_flags |= VHF_HEALTHREGEN;
729 if(autocvar_g_vehicle_raptor_energy_regen)
730 self.vehicle_flags |= VHF_ENERGYREGEN;
732 precache_model ("models/vehicles/raptor.dpm");
733 precache_model ("models/vehicles/raptor_gun.dpm");
734 precache_model ("models/vehicles/spinner.dpm");
735 precache_model ("models/vehicles/raptor_cockpit.dpm");
736 precache_model ("models/vehicles/clusterbomb.md3");
738 self.think = raptor_dinit;
739 self.nextthink = time + 1;