]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/raptor.qc
Make raptr bombs bounce if vehicle that droped them is to close to impact. Better...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
index 98da8c4ec200a0dadd524cd657cec63a87cef8a0..0f2c9ced309f1eb10cf6f0947a67ef65762804f5 100644 (file)
@@ -12,6 +12,7 @@ float autocvar_g_vehicle_raptor_speed_forward;
 float autocvar_g_vehicle_raptor_speed_strafe;
 float autocvar_g_vehicle_raptor_speed_up;
 float autocvar_g_vehicle_raptor_speed_down;
+float autocvar_g_vehicle_raptor_friction;
 
 float autocvar_g_vehicle_raptor_bomblets;
 float autocvar_g_vehicle_raptor_bomblet_alt;
@@ -21,12 +22,13 @@ float autocvar_g_vehicle_raptor_bomblet_spread;
 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
 float autocvar_g_vehicle_raptor_bomblet_radius;
 float autocvar_g_vehicle_raptor_bomblet_force;
+float autocvar_g_vehicle_raptor_bomblet_explode_delay;
 float autocvar_g_vehicle_raptor_bombs_refire;
 
-float autocvar_g_vehicle_raptor_guns_turnspeed;
-float autocvar_g_vehicle_raptor_guns_turnlimit;
-float autocvar_g_vehicle_raptor_guns_pitchlimit_up;
-float autocvar_g_vehicle_raptor_guns_pitchlimit_down;
+float autocvar_g_vehicle_raptor_cannon_turnspeed;
+float autocvar_g_vehicle_raptor_cannon_turnlimit;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
 
 float autocvar_g_vehicle_raptor_cannon_locktarget;
 float autocvar_g_vehicle_raptor_cannon_locking_time;
@@ -40,7 +42,7 @@ float autocvar_g_vehicle_raptor_cannon_radius;
 float autocvar_g_vehicle_raptor_cannon_refire;
 float autocvar_g_vehicle_raptor_cannon_speed;
 float autocvar_g_vehicle_raptor_cannon_spread;
-
+float autocvar_g_vehicle_raptor_cannon_force;
 
 float autocvar_g_vehicle_raptor_energy;
 float autocvar_g_vehicle_raptor_energy_regen;
@@ -55,13 +57,13 @@ float autocvar_g_vehicle_raptor_shield_regen;
 float autocvar_g_vehicle_raptor_shield_regen_pause;
 
 void raptor_spawn();
-//void raptor_return();
 float raptor_frame();
-//float raptor_takeoff();
+float raptor_takeoff();
 
 .entity bomb1;
 .entity bomb2;
-.entity camera;
+
+//#define RAPTOR_RETARDCAMERA
 
 float raptor_altitude(float amax)
 {
@@ -69,35 +71,35 @@ float raptor_altitude(float amax)
     return vlen(self.origin - trace_endpos);
 }
 
-void raptor_bombs_return()
-{
-    self.owner.bomb1.alpha = 1;
-    self.owner.bomb2.alpha = 1;
-    remove(self);
-}
 
 void raptor_bomblet_boom()
 {
-    if(other == self.owner || other.owner == self.owner)
-        return;
-
-    pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
-    RadiusDamage (self, self.enemy, autocvar_g_vehicle_raptor_bomblet_damage,
+    sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+    pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
+    RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
     remove(self);
 }
 
-void raptor_bomb_burst()
+void raptor_bomblet_touch()
 {
-    self.angles = vectoangles(self.velocity);
+    if(other == self.owner)
+        return;
 
+    PROJECTILE_TOUCH;
+    self.think = raptor_bomblet_boom;
+    self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
+}
 
+void raptor_bomb_burst()
+{
+    if(self.cnt > time)
     if(autocvar_g_vehicle_raptor_bomblet_alt)
     {
+        UpdateCSQCProjectile(self);
         self.nextthink = time;
-        // FIXME: this can make bombs stic forever if fierd at low altitude and land close to vehicle.
         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
         if(trace_fraction == 1.0)
             return;
@@ -107,34 +109,26 @@ void raptor_bomb_burst()
     }
 
     entity bomblet;
-    float i,v;
-    vector d;
+    float i;
 
-    v = vlen(self.velocity);
-    d = normalize(self.velocity);
-    pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
+    sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+    pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
 
     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
     {
-
         bomblet = spawn();
-        setorigin(bomblet,self.origin);
+        setorigin(bomblet, self.origin);
 
-        setmodel(bomblet,"models/vehicles/raptor_bomb.dpm");
-        bomblet.scale = 0.5;
-
-        bomblet.solid       = SOLID_TRIGGER;
-        bomblet.movetype    = MOVETYPE_BOUNCE;
-        bomblet.touch       = raptor_bomblet_boom;
+        //bomblet.solid       = SOLID_TRIGGER;
+        bomblet.movetype    = MOVETYPE_TOSS;
+        bomblet.touch       = raptor_bomblet_touch;
         bomblet.think       = raptor_bomblet_boom;
         bomblet.nextthink   = time + 5;
         bomblet.owner       = self.owner;
-
-        bomblet.modelflags = MF_GRENADE;
-
-        bomblet.velocity = normalize(d + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * v;
-
-        bomblet.angles = vectoangles(bomblet.velocity);
+        bomblet.realowner   = self.realowner;
+        bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
+        PROJECTILE_MAKETRIGGER(bomblet);
+        CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
     }
 
     remove(self);
@@ -149,74 +143,49 @@ void raptor_bombdrop()
 {
     entity bomb_1, bomb_2;
 
-    self.bomb1.alpha = 0.25;
-    self.bomb2.alpha = 0.25;
+    //self.bomb1.alpha = 0;
+    //self.bomb2.alpha = 0;
 
     bomb_1 = spawn();
     bomb_2 = spawn();
 
-    setmodel(bomb_1,"models/vehicles/raptor_bomb.dpm");
-    setmodel(bomb_2,"models/vehicles/raptor_bomb.dpm");
-
     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
 
-    bomb_1.movetype  = bomb_2.movetype   = MOVETYPE_TOSS;
-    bomb_1.velocity  = bomb_2.velocity   = self.velocity;
-    bomb_1.touch     = bomb_2.touch      = raptor_bomb_touch;
-    bomb_1.think     = bomb_2.think      = raptor_bomb_burst;
+    bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
+    bomb_1.velocity     = bomb_2.velocity   = self.velocity;
+    bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
+    bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
+    bomb_1.cnt          = bomb_2.cnt        = time + 10;
 
     if(autocvar_g_vehicle_raptor_bomblet_alt)
         bomb_1.nextthink = bomb_2.nextthink  = time;
     else
         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
 
-    bomb_1.avelocity = bomb_2.avelocity  = '0 0 180';
     bomb_1.owner     = bomb_2.owner      = self;
-    bomb_1.enemy     = bomb_2.enemy      = self.owner;
-    bomb_1.angles    = bomb_2.angles     = self.angles;
+    bomb_1.realowner = bomb_2.realowner  = self.owner;
     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
+    bomb_1.gravity   = bomb_2.gravity    = 1;
 
-    bomb_1 = spawn();
-    bomb_1.owner = self;
-    bomb_1.think = raptor_bombs_return;
-    bomb_1.nextthink = time + autocvar_g_vehicle_raptor_bombs_refire;
-}
+    PROJECTILE_MAKETRIGGER(bomb_1);
+    PROJECTILE_MAKETRIGGER(bomb_2);
+
+    CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
+    CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
 
-void raptor_bolt_explode()
-{
-       PROJECTILE_TOUCH;
-    pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
-    RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
-    sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
-    remove (self);
 }
 
+
 void raptor_fire_cannon(entity gun, string tagname)
 {
     entity bolt;
-
-    bolt = spawn();
-
-    PROJECTILE_MAKETRIGGER(bolt);
-    sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
-    setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
-
-    bolt.movetype        = MOVETYPE_FLYMISSILE;
-    bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
-    bolt.owner           = self;
-    bolt.realowner       = self.owner;
-    bolt.touch           = raptor_bolt_explode;
-    bolt.think           = raptor_bolt_explode;
-    bolt.nextthink       = time + 9;
-    bolt.bot_dodge       = TRUE;
-    bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
-    bolt.velocity        = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
-
-    pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
-    //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
-
-    CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK   , TRUE);
+    vector b_org;
+    b_org = gettaginfo(gun, gettagindex(gun, tagname));
+    bolt = vehicles_projectile("raptor_cannon_impact", "weapons/laserimpact.wav", "raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
+                           b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
+                           autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
+                           DEATH_WAKIGUN, PROJECTILE_RAPTORCANNON, 0);
 }
 
 void raptor_think()
@@ -225,11 +194,17 @@ void raptor_think()
 
 void raptor_enter()
 {
-    self.movetype   = MOVETYPE_BOUNCEMISSILE;
+    self.owner.PlayerPhysplug = raptor_takeoff;
+    self.movetype       = MOVETYPE_FLY;
+    self.solid          = SOLID_BBOX;
     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
-    self.velocity_z = 1;
-    //setorigin(self.vehicle_viewport, self.origin);
+
+    self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+
+#ifdef RAPTOR_RETARDCAMERA
+    setorigin(self.vehicle_viewport, self.origin);
+#endif
 }
 
 void raptor_land()
@@ -250,7 +225,7 @@ void raptor_land()
 
     if(hgt < 16)
     {
-        self.movetype   = MOVETYPE_BOUNCE;
+        self.movetype   = MOVETYPE_TOSS;
         self.think      = raptor_think;
     }
 
@@ -262,7 +237,6 @@ void raptor_exit(float eject)
 
     if(self.deadflag == DEAD_NO)
     {
-        vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
         self.think      = raptor_land;
         self.nextthink  = time;
     }
@@ -282,6 +256,32 @@ void raptor_exit(float eject)
     self.owner = world;
 }
 
+float raptor_takeoff()
+{
+    entity player, raptor;
+
+    player = self;
+    raptor = self.vehicle;
+    self   = raptor;
+
+    // Takeoff sequense
+    if(raptor.frame < 25)
+    {
+        raptor.frame += 0.25;
+        raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
+        self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
+        self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+        player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+
+        setorigin(player, raptor.origin + '0 0 32');
+    }
+    else
+        player.PlayerPhysplug = raptor_frame;
+
+    self = player;
+    return 1;
+}
+
 float raptor_frame()
 {
     entity player, raptor;
@@ -289,10 +289,10 @@ float raptor_frame()
     vector df;
 
     player = self;
-    raptor   = self.vehicle;
-    self    = raptor;
+    raptor = self.vehicle;
+    self   = raptor;
 
-    if(player.BUTTON_USE)
+    if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
     {
         self = raptor;
         vehicles_exit(VHEF_NORMAL);
@@ -307,88 +307,68 @@ float raptor_frame()
         return 1;
     }
 
-    // Takeoff sequense
-    if(raptor.frame < 25)
-    {
-        raptor.frame += 0.25;
-        raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
-        self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
-        self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
-        player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
-        self = player;
-        return 1;
-    }
-
-    /*
-    raptor.angles_x *= -1;
-    // Rotate Body
-    ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
-    ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - raptor.angles_y, raptor.angles_y), ftmp);
-
-    // Turn
-    raptor.angles_y = anglemods(raptor.angles_y + ftmp);
-
-    // Pitch Body
-    ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
-    ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x), ftmp);
 
-    raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
-    raptor.angles_x *= -1;
 
-    if(autocvar_g_vehicle_raptor_movestyle == 1)
-    {
-        ftmp = raptor.angles_z;
-        raptor.angles_z = 0;
-        ftmp2 = raptor.angles_x;
-        raptor.angles_x = 0;
-        fixedmakevectors(raptor.angles);
-        raptor.angles_z = ftmp;
-        raptor.angles_x = ftmp2;
-    }
-    else
-        makevectors(player.v_angle);
-    */
     crosshair_trace(player);
-    //df = vectoangles(normalize(trace_endpos - gettaginfo(raptor ,gettagindex(raptor, "tag_hud"))) - raptor.angles);
+
+#if VEHICLES_VIEWROTATE_CROSSHAIR
     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
     if(df_x > 180)  df_x -= 360;
     if(df_x < -180) df_x += 360;
     if(df_y > 180)  df_y -= 360;
     if(df_y < -180) df_y += 360;
 
-    //raptor.angles_x *= -1;
     // Rotate Body
     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
 
     // Turn
-    raptor.angles_y = anglemods(raptor.angles_y + ftmp);
+    //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
+    raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
 
     // Pitch Body
     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
 
-    raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
-    //raptor.angles_x *= -1;
+    //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
+    raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
+#else
+    vector vang;
+    vang = raptor.angles;
+    df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+    vang_x *= -1;
+    df_x *= -1;
+    if(df_x > 180)  df_x -= 360;
+    if(df_x < -180) df_x += 360;
+    if(df_y > 180)  df_y -= 360;
+    if(df_y < -180) df_y += 360;
+
+    ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
+    if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
+    raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
+
+    // Pitch
+    ftmp = 0;
+    if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
+    else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
+
+    df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
+    ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
+    raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
+
+    raptor.angles_x = anglemods(raptor.angles_x);
+    raptor.angles_y = anglemods(raptor.angles_y);
+    raptor.angles_z = anglemods(raptor.angles_z);
+
+#endif
 
     if(autocvar_g_vehicle_raptor_movestyle == 1)
-    {
-        ftmp = raptor.angles_z;
-        raptor.angles_z = 0;
-        ftmp2 = raptor.angles_x;
-        raptor.angles_x = 0;
-        fixedmakevectors(raptor.angles);
-        raptor.angles_z = ftmp;
-        raptor.angles_x = ftmp2;
-    }
+        makevectors('0 1 0' * raptor.angles_y);
     else
         makevectors(player.v_angle);
 
-
-
-    /*
-    float dist, spd, back, up;
-    //dist = normalize(self.vehicle_viewport.origin - self.origin);
+#ifdef RAPTOR_RETARDCAMERA
+    float spd, back, up;
     spd = vlen(self.velocity) + 0.01;
     back = spd / autocvar_g_vehicle_raptor_speed_forward;
     up = 1 - back;
@@ -399,9 +379,9 @@ float raptor_frame()
     up = up + 100;
 
     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
-    */
+#endif
 
-    df = raptor.velocity * -1;
+    df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
 
     if(player.movement_x != 0)
     {
@@ -441,69 +421,70 @@ float raptor_frame()
     if(autocvar_g_vehicle_raptor_cannon_locktarget)
     {
 
-        vehicles_locktarget2((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
+        vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
                              autocvar_g_vehicle_raptor_cannon_locked_time);
 
-        if(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
+        if(self.lock_target != world)
+        if(autocvar_g_vehicle_raptor_cannon_predicttarget)
+        if(self.lock_strength == 1)
         {
-            vector o;
-            if(self.lock_target != world)
+            float i, distance, impact_time;
+
+            vf = real_origin(raptor.lock_target);
+            ad = vf;
+            for(i = 0; i < 4; ++i)
             {
-                float i, distance, impact_time;
-
-                vf = real_origin(raptor.lock_target);
-                ad = vf;
-                o = raptor.origin;
-                for(i = 0; i < 4; ++i)
-                {
-
-                    distance = vlen(ad - o);
-                    impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
-                    ad = vf + raptor.lock_target.velocity * impact_time;
-                    o = raptor.origin + raptor.velocity * impact_time;
-                }
-                trace_endpos = ad;
+                distance = vlen(ad - raptor.origin);
+                impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
+                ad = vf + raptor.lock_target.velocity * impact_time;
             }
+            trace_endpos = ad;
+            //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
         }
 
-        if(self.lock_target != world)
-        if(self.lock_strength == 1)
-            UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
-        else
-            UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
+        if(self.lock_target)
+        {
+            if(raptor.lock_strength == 1)
+                UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
+            else if(self.lock_strength > 0.5)
+                UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
+            else if(self.lock_strength < 0.5)
+                UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
+        }
     }
 
     // Aim the gunz
-    ftmp2 = autocvar_g_vehicle_raptor_guns_turnspeed * frametime;
+    ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
     ftmp = -ftmp2;
 
     // Gun1
     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
-    ad = df;
-    vf = v_forward;
+    //ad = df;
+    //vf = v_forward;
     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
     // Bind to aimspeed
     df_x = bound(ftmp, df_x, ftmp2);
     df_y = bound(ftmp, df_y, ftmp2);
     // Bind to limts
-    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);
-    raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
+    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);
+    raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
+
+    //df = vectoangles(normalize(trace_endpos - df));
 
     //Gun 2
     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
-    ad += df;
-    vf += v_forward;
+    //ad += df;
+    //vf += v_forward;
     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
     // Bind to aimspeed
     df_x = bound(ftmp, df_x, ftmp2);
     df_y = bound(ftmp, df_y, ftmp2);
     // Bind to limts
-    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);
-    raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
-
+    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);
+    raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
 
     /*
     ad = ad * 0.5;
@@ -516,11 +497,19 @@ float raptor_frame()
     if(raptor.attack_finished_single <= time)
     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
     {
-        raptor_fire_cannon(self.gun1, "fire1");
-        raptor_fire_cannon(self.gun2, "fire1");
-
-        raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
+        raptor.misc_bulletcounter += 1;
         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
+        if(raptor.misc_bulletcounter <= 2)
+            raptor_fire_cannon(self.gun1, "fire1");
+        else if(raptor.misc_bulletcounter == 3)
+            raptor_fire_cannon(self.gun2, "fire1");
+        else
+        {
+            raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
+            raptor_fire_cannon(self.gun2, "fire1");
+            raptor.misc_bulletcounter = 0;
+        }
+        raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
         self.cnt = time;
     }
 
@@ -533,49 +522,27 @@ float raptor_frame()
     if(self.vehicle_flags  & VHF_ENERGYREGEN)
         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
 
-    player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
 
     if(time > raptor.delay)
     if(player.BUTTON_ATCK2)
     {
         raptor_bombdrop();
         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
-        raptor.lip = time;
+        raptor.lip   = time;
     }
 
     player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
-    VEHICLE_UPDATE_PLAYER(health, raptor);
+    raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
 
+    VEHICLE_UPDATE_PLAYER(health, raptor);
+    VEHICLE_UPDATE_PLAYER(energy, raptor);
     if(self.vehicle_flags & VHF_HASSHIELD)
         VEHICLE_UPDATE_PLAYER(shield, raptor);
 
-    player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
-    return 1;
-}
-
-void raptor_touch()
-{
-    if(self.owner)
-    {
-        if(vlen(self.velocity) == 0)
-            return;
-
-        if(other.classname != "player")
-            return;
-
-        return;
-    }
-
-    if(other.classname != "player")
-        return;
 
-    if(other.deadflag != DEAD_NO)
-        return;
 
-    if(other.vehicle != world)
-        return;
-
-    vehicles_enter();
+    player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+    return 1;
 }
 
 void raptor_blowup()
@@ -607,7 +574,6 @@ void raptor_die()
     self.takedamage   = DAMAGE_NO;
     self.deadflag     = DEAD_DYING;
     self.movetype     = MOVETYPE_BOUNCE;
-    //self.wait         = time;
 
     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
 
@@ -619,47 +585,23 @@ void raptor_die()
         self.avelocity_z  = -45 + random() * -270;
 
     self.colormod = '-0.5 -0.5 -0.5';
-
        self.touch     = raptor_blowup;
-       self.think     = raptor_spawn;
-       self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
 }
 
 void raptor_spawn()
 {
-    self.flags     = FL_NOTARGET;
-    self.effects   = 0;
-
+    self.frame          = 0;
     self.vehicle_health = autocvar_g_vehicle_raptor_health;
     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
-    self.event_damage   = vehicles_damage;
-    self.touch          = raptor_touch;
-    self.iscreature     = TRUE;
-    self.movetype       = MOVETYPE_FLY;
-    self.solid          = SOLID_SLIDEBOX;
-    self.takedamage     = DAMAGE_AIM;
-    self.alpha          = 1;
-       self.colormap       = 1024;
-       self.deadflag       = DEAD_NO;
-    self.bot_attack     = TRUE;
-    self.colormod       = '1 1 1';
-    self.avelocity      = '0 0 0';
-    self.velocity       = '0 0 0';
+    self.movetype       = MOVETYPE_TOSS;
+    self.solid          = SOLID_BBOX;
     self.vehicle_energy = 1;
-    self.vehicle_hudmodel.viewmodelforclient = self;
 
     self.bomb1.gun1.avelocity_y = 90;
     self.bomb1.gun2.avelocity_y = -90;
-    self.frame = 0;
-
-    setorigin(self, self.pos1);
-    self.angles = self.pos2;
 
     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
-    pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
     self.delay = time;
-
-    vehicles_common_spawn();
 }
 
 void raptor_dinit()
@@ -676,7 +618,8 @@ void raptor_dinit()
              HUD_RAPTOR,
              RAPTOR_MIN, RAPTOR_MAX,
              FALSE,
-             raptor_spawn, raptor_frame,
+             raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
+             raptor_frame,
              raptor_enter, raptor_exit,
              raptor_die,   raptor_think))
     {
@@ -685,7 +628,7 @@ void raptor_dinit()
     }
 
     //FIXME: Camera is in a bad place in HUD model.
-    setorigin(self.vehicle_viewport, '10 0 3');
+    //setorigin(self.vehicle_viewport, '25 0 5');
 
     self.frame = 0;
 
@@ -694,17 +637,22 @@ void raptor_dinit()
     self.gun1  = spawn();
     self.gun2  = spawn();
 
-    //setattachment(self.vehicle_viewport, world, "");
+#ifdef RAPTOR_RETARDCAMERA
+    setattachment(self.vehicle_viewport, world, "");
+#endif
 
-    setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
-    setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
+    setmodel(self.bomb1,"models/vehicles/clusterbomb.md3");
+    setmodel(self.bomb2,"models/vehicles/clusterbomb.md3");
     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
 
     setattachment(self.bomb1, self,"bombmount_left");
     setattachment(self.bomb2, self,"bombmount_right");
 
+
     // FIXME Guns mounts to angled bones
+    self.bomb1.angles = self.angles;
+    self.angles = '0 0 0';
     // This messes up gun-aim, so work arround it.
     //setattachment(self.gun1, self, "gunmount_left");
     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
@@ -718,6 +666,9 @@ void raptor_dinit()
     setattachment(self.gun2, self, "");
     setorigin(self.gun2, ofs);
 
+    self.angles = self.bomb1.angles;
+    self.bomb1.angles = '0 0 0';
+
     spinner = spawn();
     spinner.owner = self;
     setmodel(spinner,"models/vehicles/spinner.dpm");
@@ -733,6 +684,8 @@ void raptor_dinit()
     spinner.movetype = MOVETYPE_NOCLIP;
     spinner.avelocity = '0 -90 0';
     self.bomb1.gun2 = spinner;
+
+    self.mass               = 1 ;
 }
 
 void spawnfunc_vehicle_raptor()
@@ -755,7 +708,7 @@ void spawnfunc_vehicle_raptor()
     precache_model ("models/vehicles/raptor_gun.dpm");
     precache_model ("models/vehicles/spinner.dpm");
     precache_model ("models/vehicles/raptor_cockpit.dpm");
-    precache_model ("models/vehicles/raptor_bomb.dpm");
+    precache_model ("models/vehicles/clusterbomb.md3");
 
     self.think = raptor_dinit;
     self.nextthink = time + 1;