4 REGISTER_VEHICLE_SIMPLE(
6 /* function */ v_raptor,
7 /* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL,
8 /* mins,maxs */ '-80 -80 0', '80 80 70',
9 /* model */ "models/vehicles/raptor.dpm",
11 /* hud_model */ "models/vehicles/raptor_cockpit.dpm",
12 /* tags */ "", "tag_hud", "tag_camera",
13 /* netname */ "raptor",
14 /* fullname */ _("Raptor")
21 bool autocvar_g_vehicle_raptor;
23 float autocvar_g_vehicle_raptor_respawntime;
24 float autocvar_g_vehicle_raptor_takeofftime;
26 float autocvar_g_vehicle_raptor_movestyle;
27 float autocvar_g_vehicle_raptor_turnspeed;
28 float autocvar_g_vehicle_raptor_pitchspeed;
29 float autocvar_g_vehicle_raptor_pitchlimit;
31 float autocvar_g_vehicle_raptor_speed_forward;
32 float autocvar_g_vehicle_raptor_speed_strafe;
33 float autocvar_g_vehicle_raptor_speed_up;
34 float autocvar_g_vehicle_raptor_speed_down;
35 float autocvar_g_vehicle_raptor_friction;
37 float autocvar_g_vehicle_raptor_bomblets;
38 float autocvar_g_vehicle_raptor_bomblet_alt;
39 float autocvar_g_vehicle_raptor_bomblet_time;
40 float autocvar_g_vehicle_raptor_bomblet_damage;
41 float autocvar_g_vehicle_raptor_bomblet_spread;
42 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
43 float autocvar_g_vehicle_raptor_bomblet_radius;
44 float autocvar_g_vehicle_raptor_bomblet_force;
45 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
46 float autocvar_g_vehicle_raptor_bombs_refire;
48 float autocvar_g_vehicle_raptor_flare_refire;
49 float autocvar_g_vehicle_raptor_flare_lifetime;
50 float autocvar_g_vehicle_raptor_flare_chase;
51 float autocvar_g_vehicle_raptor_flare_range;
53 float autocvar_g_vehicle_raptor_cannon_turnspeed;
54 float autocvar_g_vehicle_raptor_cannon_turnlimit;
55 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
56 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
58 float autocvar_g_vehicle_raptor_cannon_locktarget;
59 float autocvar_g_vehicle_raptor_cannon_locking_time;
60 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
61 float autocvar_g_vehicle_raptor_cannon_locked_time;
62 float autocvar_g_vehicle_raptor_cannon_predicttarget;
64 float autocvar_g_vehicle_raptor_cannon_cost;
65 float autocvar_g_vehicle_raptor_cannon_damage;
66 float autocvar_g_vehicle_raptor_cannon_radius;
67 float autocvar_g_vehicle_raptor_cannon_refire;
68 float autocvar_g_vehicle_raptor_cannon_speed;
69 float autocvar_g_vehicle_raptor_cannon_spread;
70 float autocvar_g_vehicle_raptor_cannon_force;
72 float autocvar_g_vehicle_raptor_energy;
73 float autocvar_g_vehicle_raptor_energy_regen;
74 float autocvar_g_vehicle_raptor_energy_regen_pause;
76 float autocvar_g_vehicle_raptor_health;
77 float autocvar_g_vehicle_raptor_health_regen;
78 float autocvar_g_vehicle_raptor_health_regen_pause;
80 float autocvar_g_vehicle_raptor_shield;
81 float autocvar_g_vehicle_raptor_shield_regen;
82 float autocvar_g_vehicle_raptor_shield_regen_pause;
84 float autocvar_g_vehicle_raptor_bouncefactor;
85 float autocvar_g_vehicle_raptor_bouncestop;
86 vector autocvar_g_vehicle_raptor_bouncepain;
91 float raptor_altitude(float amax)
93 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
94 return vlen(self.origin - trace_endpos);
97 void raptor_bomblet_boom()
99 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
100 autocvar_g_vehicle_raptor_bomblet_edgedamage,
101 autocvar_g_vehicle_raptor_bomblet_radius, world, world,
102 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
106 void raptor_bomblet_touch()
108 if(other == self.owner)
112 self.think = raptor_bomblet_boom;
113 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
116 void raptor_bomb_burst()
119 if(autocvar_g_vehicle_raptor_bomblet_alt)
121 self.nextthink = time;
122 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
123 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
125 UpdateCSQCProjectile(self);
133 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
135 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
138 setorigin(bomblet, self.origin);
140 bomblet.movetype = MOVETYPE_TOSS;
141 bomblet.touch = raptor_bomblet_touch;
142 bomblet.think = raptor_bomblet_boom;
143 bomblet.nextthink = time + 5;
144 bomblet.owner = self.owner;
145 bomblet.realowner = self.realowner;
146 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
148 PROJECTILE_MAKETRIGGER(bomblet);
149 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
155 void raptor_bombdrop()
157 entity bomb_1, bomb_2;
162 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
163 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
165 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
166 bomb_1.velocity = bomb_2.velocity = self.velocity;
167 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
168 bomb_1.think = bomb_2.think = raptor_bomb_burst;
169 bomb_1.cnt = bomb_2.cnt = time + 10;
171 if(autocvar_g_vehicle_raptor_bomblet_alt)
172 bomb_1.nextthink = bomb_2.nextthink = time;
174 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
176 bomb_1.owner = bomb_2.owner = self;
177 bomb_1.realowner = bomb_2.realowner = self.owner;
178 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
179 bomb_1.gravity = bomb_2.gravity = 1;
181 PROJECTILE_MAKETRIGGER(bomb_1);
182 PROJECTILE_MAKETRIGGER(bomb_2);
184 CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
185 CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
189 void raptor_fire_cannon(entity gun, string tagname)
191 vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
192 gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
193 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
194 DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
201 hgt = raptor_altitude(512);
202 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
203 self.angles_x *= 0.95;
204 self.angles_z *= 0.95;
208 self.frame = (hgt / 128) * 25;
210 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
211 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
215 self.movetype = MOVETYPE_TOSS;
216 self.think = vehicles_think;
220 self.nextthink = time;
222 CSQCMODEL_AUTOUPDATE();
225 void raptor_exit(float eject)
228 self.tur_head.exteriormodeltoclient = world;
230 if(self.deadflag == DEAD_NO)
232 self.think = raptor_land;
233 self.nextthink = time;
239 makevectors(self.angles);
242 spot = self.origin + v_forward * 100 + '0 0 64';
243 spot = vehicles_findgoodexit(spot);
244 setorigin(self.owner , spot);
245 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
246 self.owner.oldvelocity = self.owner.velocity;
250 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
252 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
253 self.owner.velocity_z += 200;
254 spot = self.origin + v_forward * 32 + '0 0 64';
255 spot = vehicles_findgoodexit(spot);
259 self.owner.velocity = self.velocity * 0.5;
260 self.owner.velocity_z += 10;
261 spot = self.origin - v_forward * 200 + '0 0 64';
262 spot = vehicles_findgoodexit(spot);
264 self.owner.oldvelocity = self.owner.velocity;
265 setorigin(self.owner , spot);
268 antilag_clear(self.owner);
272 void raptor_flare_touch()
277 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
279 self.health -= damage;
284 void raptor_flare_think()
286 self.nextthink = time + 0.1;
287 entity _missile = findchainentity(enemy, self.owner);
290 if(_missile.flags & FL_PROJECTILE)
291 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
292 if(random() > autocvar_g_vehicle_raptor_flare_chase)
293 _missile.enemy = self;
294 _missile = _missile.chain;
297 if(self.tur_impacttime < time)
303 entity player, raptor;
307 if(intermission_running)
309 self.vehicle.velocity = '0 0 0';
310 self.vehicle.avelocity = '0 0 0';
315 raptor = self.vehicle;
318 vehicles_painframe();
320 ftmp = vlen(self.velocity);
321 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
324 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
327 if(self.sound_nexttime < time)
329 self.sound_nexttime = time + 7.955812;
330 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTEN_NORM );
331 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
335 else if(fabs(ftmp - self.wait) > 0.2)
337 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTEN_NORM );
338 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
343 if(raptor.deadflag != DEAD_NO)
346 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
349 crosshair_trace(player);
351 //if(time - self.lastteleporttime < 1)
353 if(raptor.angles_z > 50 || raptor.angles_z < -50)
355 if(player.BUTTON_JUMP)
357 player.BUTTON_CROUCH = true;
358 player.BUTTON_JUMP = false;
364 vang = raptor.angles;
365 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
368 if(df_x > 180) df_x -= 360;
369 if(df_x < -180) df_x += 360;
370 if(df_y > 180) df_y -= 360;
371 if(df_y < -180) df_y += 360;
373 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
374 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
375 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
379 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
380 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
382 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
383 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
384 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
386 raptor.angles_x = anglemods(raptor.angles_x);
387 raptor.angles_y = anglemods(raptor.angles_y);
388 raptor.angles_z = anglemods(raptor.angles_z);
390 if(autocvar_g_vehicle_raptor_movestyle == 1)
391 makevectors('0 1 0' * raptor.angles_y);
393 makevectors(player.v_angle);
395 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
397 if(player.movement_x != 0)
399 if(player.movement_x > 0)
400 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
401 else if(player.movement_x < 0)
402 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
405 if(player.movement_y != 0)
407 if(player.movement_y < 0)
408 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
409 else if(player.movement_y > 0)
410 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
412 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
416 raptor.angles_z *= 0.95;
417 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
421 if(player.BUTTON_CROUCH)
422 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
423 else if (player.BUTTON_JUMP)
424 df += v_up * autocvar_g_vehicle_raptor_speed_up;
426 raptor.velocity += df * frametime;
427 player.velocity = player.movement = raptor.velocity;
428 setorigin(player, raptor.origin + '0 0 32');
430 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
433 // Target lock & predict
434 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
436 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
437 raptor.gun1.enemy = world;
440 if(trace_ent.movetype)
441 if(trace_ent.takedamage)
442 if(!trace_ent.deadflag)
446 if(trace_ent.team != player.team)
448 raptor.gun1.enemy = trace_ent;
449 raptor.gun1.lock_time = time + 5;
454 raptor.gun1.enemy = trace_ent;
455 raptor.gun1.lock_time = time + 0.5;
459 if(raptor.gun1.enemy)
461 float distance, impact_time;
463 vf = real_origin(raptor.gun1.enemy);
464 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
465 vector _vel = raptor.gun1.enemy.velocity;
466 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
469 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
472 distance = vlen(ad - player.origin);
473 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
474 ad = vf + _vel * impact_time;
481 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
484 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
485 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
486 autocvar_g_vehicle_raptor_cannon_locked_time);
488 if(self.lock_target != world)
489 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
490 if(self.lock_strength == 1)
492 float i, distance, impact_time;
494 vf = real_origin(raptor.lock_target);
496 for(i = 0; i < 4; ++i)
498 distance = vlen(ad - raptor.origin);
499 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
500 ad = vf + raptor.lock_target.velocity * impact_time;
507 if(raptor.lock_strength == 1)
508 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
509 else if(self.lock_strength > 0.5)
510 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
511 else if(self.lock_strength < 0.5)
512 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
517 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
518 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
519 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
521 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
522 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
523 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
527 v_forward = vf * 0.5;
528 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
529 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
532 if(!forbidWeaponUse(player))
533 if(player.BUTTON_ATCK)
534 if(raptor.attack_finished_single <= time)
535 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
537 raptor.misc_bulletcounter += 1;
538 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
539 if(raptor.misc_bulletcounter <= 2)
540 raptor_fire_cannon(self.gun1, "fire1");
541 else if(raptor.misc_bulletcounter == 3)
542 raptor_fire_cannon(self.gun2, "fire1");
545 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
546 raptor_fire_cannon(self.gun2, "fire1");
547 raptor.misc_bulletcounter = 0;
549 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
553 if(self.vehicle_flags & VHF_SHIELDREGEN)
554 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
556 if(self.vehicle_flags & VHF_HEALTHREGEN)
557 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
559 if(self.vehicle_flags & VHF_ENERGYREGEN)
560 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
562 if(!forbidWeaponUse(player))
563 if(raptor.vehicle_weapon2mode == RSM_BOMB)
565 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
566 if(player.BUTTON_ATCK2)
569 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
575 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
576 if(player.BUTTON_ATCK2)
581 for(i = 0; i < 3; ++i)
584 setmodel(_flare, "models/runematch/rune.mdl");
585 _flare.effects = EF_LOWPRECISION | EF_FLAME;
587 setorigin(_flare, self.origin - '0 0 16');
588 _flare.movetype = MOVETYPE_TOSS;
589 _flare.gravity = 0.15;
590 _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
591 _flare.think = raptor_flare_think;
592 _flare.nextthink = time;
593 _flare.owner = raptor;
594 _flare.solid = SOLID_CORPSE;
595 _flare.takedamage = DAMAGE_YES;
596 _flare.event_damage = raptor_flare_damage;
598 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
599 _flare.touch = raptor_flare_touch;
601 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
606 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
607 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
608 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
610 if(self.bomb1.cnt < time)
612 entity _missile = findchainentity(enemy, raptor);
613 float _incomming = 0;
616 if(_missile.flags & FL_PROJECTILE)
617 if(MISSILE_IS_TRACKING(_missile))
618 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
621 _missile = _missile.chain;
625 sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
627 self.bomb1.cnt = time + 1;
631 VEHICLE_UPDATE_PLAYER(player, health, raptor);
632 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
633 if(self.vehicle_flags & VHF_HASSHIELD)
634 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
636 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
642 float raptor_takeoff()
644 entity player, raptor;
647 raptor = self.vehicle;
650 self.nextthink = time;
651 CSQCMODEL_AUTOUPDATE();
652 self.nextthink = 0; // will this work?
654 if(self.sound_nexttime < time)
656 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
657 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
661 if(raptor.frame < 25)
663 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
664 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
665 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
666 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
667 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
669 setorigin(player, raptor.origin + '0 0 32');
672 player.PlayerPhysplug = raptor_frame;
674 if(self.vehicle_flags & VHF_SHIELDREGEN)
675 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
677 if(self.vehicle_flags & VHF_HEALTHREGEN)
678 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
680 if(self.vehicle_flags & VHF_ENERGYREGEN)
681 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
684 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
685 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
686 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
688 VEHICLE_UPDATE_PLAYER(player, health, raptor);
689 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
690 if(self.vehicle_flags & VHF_HASSHIELD)
691 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
693 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
700 self.deadflag = DEAD_DEAD;
701 self.vehicle_exit(VHEF_NORMAL);
702 RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
705 self.movetype = MOVETYPE_NONE;
706 self.effects = EF_NODRAW;
707 self.colormod = '0 0 0';
708 self.avelocity = '0 0 0';
709 self.velocity = '0 0 0';
711 setorigin(self, self.pos1);
712 self.touch = func_null;
716 void raptor_diethink()
718 if(time >= self.wait)
719 self.think = raptor_blowup;
723 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
724 Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
726 self.nextthink = time;
728 CSQCMODEL_AUTOUPDATE();
731 // If we dont do this ever now and then, the raptors rotors
732 // stop working, presumably due to angle overflow. cute.
733 void raptor_rotor_anglefix()
735 self.gun1.angles_y = anglemods(self.gun1.angles_y);
736 self.gun2.angles_y = anglemods(self.gun2.angles_y);
737 self.nextthink = time + 15;
740 float raptor_impulse(float _imp)
746 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
747 CSQCVehicleSetup(self, 0);
751 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
752 CSQCVehicleSetup(self, 0);
758 self.vehicle.vehicle_weapon2mode += 1;
759 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
760 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
762 CSQCVehicleSetup(self, 0);
768 self.vehicle.vehicle_weapon2mode -= 1;
769 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
770 self.vehicle.vehicle_weapon2mode = RSM_LAST;
772 CSQCVehicleSetup(self, 0);
776 case 17: // toss gun, could be used to exit?
778 case 20: // Manual minigun reload?
785 void spawnfunc_vehicle_raptor()
787 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
788 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
791 float v_raptor(float req)
797 if(autocvar_g_vehicle_raptor_bouncepain)
798 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
804 self.vehicle_weapon2mode = RSM_BOMB;
805 self.owner.PlayerPhysplug = raptor_takeoff;
806 self.movetype = MOVETYPE_BOUNCEMISSILE;
807 self.solid = SOLID_SLIDEBOX;
808 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
809 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
810 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
811 self.tur_head.exteriormodeltoclient = self.owner;
813 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
816 if(self.owner.flagcarried)
817 setorigin(self.owner.flagcarried, '-20 0 96');
819 CSQCVehicleSetup(self.owner, 0);
829 self.event_damage = func_null;
830 self.solid = SOLID_CORPSE;
831 self.takedamage = DAMAGE_NO;
832 self.deadflag = DEAD_DYING;
833 self.movetype = MOVETYPE_BOUNCE;
834 self.think = raptor_diethink;
835 self.nextthink = time;
836 self.wait = time + 5 + (random() * 5);
838 Send_Effect("explosion_medium", findbetterlocation (self.origin, 16), '0 0 0', 1);
840 self.velocity_z += 600;
842 self.avelocity = '0 0.5 1' * (random() * 400);
843 self.avelocity -= '0 0.5 1' * (random() * 400);
845 self.colormod = '-0.5 -0.5 -0.5';
846 self.touch = raptor_blowup;
856 //FIXME: Camera is in a bad place in HUD model.
857 //setorigin(self.vehicle_viewport, '25 0 5');
859 self.vehicles_impulse = raptor_impulse;
863 self.bomb1 = spawn();
864 self.bomb2 = spawn();
868 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
869 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
870 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
871 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
872 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
874 setattachment(self.bomb1, self, "bombmount_left");
875 setattachment(self.bomb2, self, "bombmount_right");
876 setattachment(self.tur_head, self,"root");
878 // FIXMODEL Guns mounts to angled bones
879 self.bomb1.angles = self.angles;
880 self.angles = '0 0 0';
881 // This messes up gun-aim, so work arround it.
882 //setattachment(self.gun1, self, "gunmount_left");
883 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
885 setattachment(self.gun1, self, "");
886 setorigin(self.gun1, ofs);
888 //setattachment(self.gun2, self, "gunmount_right");
889 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
891 setattachment(self.gun2, self, "");
892 setorigin(self.gun2, ofs);
894 self.angles = self.bomb1.angles;
895 self.bomb1.angles = '0 0 0';
898 spinner.owner = self;
899 setmodel(spinner,"models/vehicles/spinner.dpm");
900 setattachment(spinner, self, "engine_left");
901 spinner.movetype = MOVETYPE_NOCLIP;
902 spinner.avelocity = '0 90 0';
903 self.bomb1.gun1 = spinner;
906 spinner.owner = self;
907 setmodel(spinner,"models/vehicles/spinner.dpm");
908 setattachment(spinner, self, "engine_right");
909 spinner.movetype = MOVETYPE_NOCLIP;
910 spinner.avelocity = '0 -90 0';
911 self.bomb1.gun2 = spinner;
914 self.bomb1.think = raptor_rotor_anglefix;
915 self.bomb1.nextthink = time;
921 self.vehicle_health = autocvar_g_vehicle_raptor_health;
922 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
923 self.movetype = MOVETYPE_TOSS;
924 self.solid = SOLID_SLIDEBOX;
925 self.vehicle_energy = 1;
927 self.PlayerPhysplug = raptor_frame;
929 self.bomb1.gun1.avelocity_y = 90;
930 self.bomb1.gun2.avelocity_y = -90;
934 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
935 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
936 self.damageforcescale = 0.25;
937 self.vehicle_health = autocvar_g_vehicle_raptor_health;
938 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
943 if(autocvar_g_vehicle_raptor_shield)
944 self.vehicle_flags |= VHF_HASSHIELD;
946 if(autocvar_g_vehicle_raptor_shield_regen)
947 self.vehicle_flags |= VHF_SHIELDREGEN;
949 if(autocvar_g_vehicle_raptor_health_regen)
950 self.vehicle_flags |= VHF_HEALTHREGEN;
952 if(autocvar_g_vehicle_raptor_energy_regen)
953 self.vehicle_flags |= VHF_ENERGYREGEN;
955 self.vehicle_exit = raptor_exit;
956 self.respawntime = autocvar_g_vehicle_raptor_respawntime;
957 self.vehicle_health = autocvar_g_vehicle_raptor_health;
958 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
959 self.max_health = self.vehicle_health;
965 precache_model ("models/vehicles/raptor.dpm");
966 precache_model ("models/vehicles/raptor_gun.dpm");
967 precache_model ("models/vehicles/spinner.dpm");
968 precache_model ("models/vehicles/raptor_cockpit.dpm");
969 precache_model ("models/vehicles/clusterbomb_folded.md3");
970 precache_model ("models/vehicles/raptor_body.dpm");
972 precache_sound ("vehicles/raptor_fly.wav");
973 precache_sound ("vehicles/raptor_speed.wav");
974 precache_sound ("vehicles/missile_alarm.wav");
986 void RaptorCBShellfragDraw()
991 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
992 self.move_avelocity += randomvec() * 15;
993 self.renderflags = 0;
996 self.alpha = bound(0, self.nextthink - time, 1);
998 if(self.alpha < ALPHA_MIN_VISIBLE)
1002 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
1007 setmodel(sfrag, "models/vehicles/clusterbomb_fragment.md3");
1008 setorigin(sfrag, _org);
1010 sfrag.move_movetype = MOVETYPE_BOUNCE;
1011 sfrag.gravity = 0.15;
1012 sfrag.solid = SOLID_CORPSE;
1014 sfrag.draw = RaptorCBShellfragDraw;
1016 sfrag.move_origin = sfrag.origin = _org;
1017 sfrag.move_velocity = _vel;
1018 sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
1019 sfrag.angles = self.move_angles = _ang;
1021 sfrag.move_time = time;
1022 sfrag.damageforcescale = 4;
1024 sfrag.nextthink = time + 3;
1025 sfrag.cnt = time + 2;
1027 sfrag.drawmask = MASK_NORMAL;
1030 float v_raptor(float req)
1040 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
1041 case RSM_BOMB: crosshair = vCROSS_BURST; break;
1042 default: crosshair = vCROSS_BURST;
1045 Vehicles_drawHUD("vehicle_raptor", "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
1046 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1047 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
1053 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
1066 #endif // REGISTER_VEHICLE