1 #ifdef REGISTER_VEHICLE
4 /* function */ v_raptor,
5 /* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL,
6 /* mins,maxs */ '-80 -80 0', '80 80 70',
7 /* model */ "models/vehicles/raptor.dpm",
9 /* hud_model */ "models/vehicles/raptor_cockpit.dpm",
10 /* tags */ "", "tag_hud", "tag_camera",
11 /* netname */ "raptor",
12 /* fullname */ _("Raptor")
16 const int RSM_FIRST = 1;
17 const int RSM_BOMB = 1;
18 const int RSM_FLARE = 2;
19 const int RSM_LAST = 2;
22 bool autocvar_g_vehicle_raptor;
24 float autocvar_g_vehicle_raptor_respawntime;
25 float autocvar_g_vehicle_raptor_takeofftime;
27 float autocvar_g_vehicle_raptor_movestyle;
28 float autocvar_g_vehicle_raptor_turnspeed;
29 float autocvar_g_vehicle_raptor_pitchspeed;
30 float autocvar_g_vehicle_raptor_pitchlimit;
32 float autocvar_g_vehicle_raptor_speed_forward;
33 float autocvar_g_vehicle_raptor_speed_strafe;
34 float autocvar_g_vehicle_raptor_speed_up;
35 float autocvar_g_vehicle_raptor_speed_down;
36 float autocvar_g_vehicle_raptor_friction;
38 float autocvar_g_vehicle_raptor_bomblets;
39 float autocvar_g_vehicle_raptor_bomblet_alt;
40 float autocvar_g_vehicle_raptor_bomblet_time;
41 float autocvar_g_vehicle_raptor_bomblet_damage;
42 float autocvar_g_vehicle_raptor_bomblet_spread;
43 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
44 float autocvar_g_vehicle_raptor_bomblet_radius;
45 float autocvar_g_vehicle_raptor_bomblet_force;
46 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
47 float autocvar_g_vehicle_raptor_bombs_refire;
49 float autocvar_g_vehicle_raptor_flare_refire;
50 float autocvar_g_vehicle_raptor_flare_lifetime;
51 float autocvar_g_vehicle_raptor_flare_chase;
52 float autocvar_g_vehicle_raptor_flare_range;
54 float autocvar_g_vehicle_raptor_cannon_turnspeed;
55 float autocvar_g_vehicle_raptor_cannon_turnlimit;
56 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
57 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
59 float autocvar_g_vehicle_raptor_cannon_locktarget;
60 float autocvar_g_vehicle_raptor_cannon_locking_time;
61 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
62 float autocvar_g_vehicle_raptor_cannon_locked_time;
63 float autocvar_g_vehicle_raptor_cannon_predicttarget;
65 float autocvar_g_vehicle_raptor_cannon_cost;
66 float autocvar_g_vehicle_raptor_cannon_damage;
67 float autocvar_g_vehicle_raptor_cannon_radius;
68 float autocvar_g_vehicle_raptor_cannon_refire;
69 float autocvar_g_vehicle_raptor_cannon_speed;
70 float autocvar_g_vehicle_raptor_cannon_spread;
71 float autocvar_g_vehicle_raptor_cannon_force;
73 float autocvar_g_vehicle_raptor_energy;
74 float autocvar_g_vehicle_raptor_energy_regen;
75 float autocvar_g_vehicle_raptor_energy_regen_pause;
77 float autocvar_g_vehicle_raptor_health;
78 float autocvar_g_vehicle_raptor_health_regen;
79 float autocvar_g_vehicle_raptor_health_regen_pause;
81 float autocvar_g_vehicle_raptor_shield;
82 float autocvar_g_vehicle_raptor_shield_regen;
83 float autocvar_g_vehicle_raptor_shield_regen_pause;
85 float autocvar_g_vehicle_raptor_bouncefactor;
86 float autocvar_g_vehicle_raptor_bouncestop;
87 vector autocvar_g_vehicle_raptor_bouncepain;
92 float raptor_altitude(float amax)
94 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
95 return vlen(self.origin - trace_endpos);
98 void raptor_bomblet_boom()
100 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
101 autocvar_g_vehicle_raptor_bomblet_edgedamage,
102 autocvar_g_vehicle_raptor_bomblet_radius, world, world,
103 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
107 void raptor_bomblet_touch()
109 if(other == self.owner)
113 self.think = raptor_bomblet_boom;
114 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
117 void raptor_bomb_burst()
120 if(autocvar_g_vehicle_raptor_bomblet_alt)
122 self.nextthink = time;
123 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
124 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
126 UpdateCSQCProjectile(self);
134 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
136 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
139 setorigin(bomblet, self.origin);
141 bomblet.movetype = MOVETYPE_TOSS;
142 bomblet.touch = raptor_bomblet_touch;
143 bomblet.think = raptor_bomblet_boom;
144 bomblet.nextthink = time + 5;
145 bomblet.owner = self.owner;
146 bomblet.realowner = self.realowner;
147 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
149 PROJECTILE_MAKETRIGGER(bomblet);
150 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
156 void raptor_bombdrop()
158 entity bomb_1, bomb_2;
163 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
164 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
166 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
167 bomb_1.velocity = bomb_2.velocity = self.velocity;
168 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
169 bomb_1.think = bomb_2.think = raptor_bomb_burst;
170 bomb_1.cnt = bomb_2.cnt = time + 10;
172 if(autocvar_g_vehicle_raptor_bomblet_alt)
173 bomb_1.nextthink = bomb_2.nextthink = time;
175 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
177 bomb_1.owner = bomb_2.owner = self;
178 bomb_1.realowner = bomb_2.realowner = self.owner;
179 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
180 bomb_1.gravity = bomb_2.gravity = 1;
182 PROJECTILE_MAKETRIGGER(bomb_1);
183 PROJECTILE_MAKETRIGGER(bomb_2);
185 CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
186 CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
190 void raptor_fire_cannon(entity gun, string tagname)
192 vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
193 gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
194 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
195 DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
202 hgt = raptor_altitude(512);
203 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
204 self.angles_x *= 0.95;
205 self.angles_z *= 0.95;
209 self.frame = (hgt / 128) * 25;
211 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
212 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
216 self.movetype = MOVETYPE_TOSS;
217 self.think = vehicles_think;
221 self.nextthink = time;
223 CSQCMODEL_AUTOUPDATE();
226 void raptor_exit(float eject)
229 self.tur_head.exteriormodeltoclient = world;
231 if(self.deadflag == DEAD_NO)
233 self.think = raptor_land;
234 self.nextthink = time;
240 makevectors(self.angles);
243 spot = self.origin + v_forward * 100 + '0 0 64';
244 spot = vehicles_findgoodexit(spot);
245 setorigin(self.owner , spot);
246 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
247 self.owner.oldvelocity = self.owner.velocity;
251 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
253 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
254 self.owner.velocity_z += 200;
255 spot = self.origin + v_forward * 32 + '0 0 64';
256 spot = vehicles_findgoodexit(spot);
260 self.owner.velocity = self.velocity * 0.5;
261 self.owner.velocity_z += 10;
262 spot = self.origin - v_forward * 200 + '0 0 64';
263 spot = vehicles_findgoodexit(spot);
265 self.owner.oldvelocity = self.owner.velocity;
266 setorigin(self.owner , spot);
269 antilag_clear(self.owner);
273 void raptor_flare_touch()
278 void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
280 self.health -= damage;
285 void raptor_flare_think()
287 self.nextthink = time + 0.1;
288 entity _missile = findchainentity(enemy, self.owner);
291 if(_missile.flags & FL_PROJECTILE)
292 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
293 if(random() > autocvar_g_vehicle_raptor_flare_chase)
294 _missile.enemy = self;
295 _missile = _missile.chain;
298 if(self.tur_impacttime < time)
304 entity player, raptor;
308 if(intermission_running)
310 self.vehicle.velocity = '0 0 0';
311 self.vehicle.avelocity = '0 0 0';
316 raptor = self.vehicle;
319 vehicles_painframe();
321 ftmp = vlen(self.velocity);
322 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
325 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
328 if(self.sound_nexttime < time)
330 self.sound_nexttime = time + 7.955812;
331 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTEN_NORM );
332 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
336 else if(fabs(ftmp - self.wait) > 0.2)
338 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTEN_NORM );
339 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
344 if(raptor.deadflag != DEAD_NO)
347 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
350 crosshair_trace(player);
353 vang = raptor.angles;
354 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
357 if(df_x > 180) df_x -= 360;
358 if(df_x < -180) df_x += 360;
359 if(df_y > 180) df_y -= 360;
360 if(df_y < -180) df_y += 360;
362 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
363 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
364 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
368 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
369 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
371 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
372 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
373 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
375 raptor.angles_x = anglemods(raptor.angles_x);
376 raptor.angles_y = anglemods(raptor.angles_y);
377 raptor.angles_z = anglemods(raptor.angles_z);
379 if(autocvar_g_vehicle_raptor_movestyle == 1)
380 makevectors('0 1 0' * raptor.angles_y);
382 makevectors(player.v_angle);
384 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
386 if(player.movement_x != 0)
388 if(player.movement_x > 0)
389 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
390 else if(player.movement_x < 0)
391 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
394 if(player.movement_y != 0)
396 if(player.movement_y < 0)
397 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
398 else if(player.movement_y > 0)
399 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
401 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
405 raptor.angles_z *= 0.95;
406 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
410 if(player.BUTTON_CROUCH)
411 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
412 else if (player.BUTTON_JUMP)
413 df += v_up * autocvar_g_vehicle_raptor_speed_up;
415 raptor.velocity += df * frametime;
416 player.velocity = player.movement = raptor.velocity;
417 setorigin(player, raptor.origin + '0 0 32');
419 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
422 // Target lock & predict
423 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
425 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
426 raptor.gun1.enemy = world;
429 if(trace_ent.movetype)
430 if(trace_ent.takedamage)
431 if(!trace_ent.deadflag)
435 if(trace_ent.team != player.team)
437 raptor.gun1.enemy = trace_ent;
438 raptor.gun1.lock_time = time + 5;
443 raptor.gun1.enemy = trace_ent;
444 raptor.gun1.lock_time = time + 0.5;
448 if(raptor.gun1.enemy)
450 float distance, impact_time;
452 vf = real_origin(raptor.gun1.enemy);
453 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
454 vector _vel = raptor.gun1.enemy.velocity;
455 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
458 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
461 distance = vlen(ad - player.origin);
462 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
463 ad = vf + _vel * impact_time;
470 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
473 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
474 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
475 autocvar_g_vehicle_raptor_cannon_locked_time);
477 if(self.lock_target != world)
478 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
479 if(self.lock_strength == 1)
481 float i, distance, impact_time;
483 vf = real_origin(raptor.lock_target);
485 for(i = 0; i < 4; ++i)
487 distance = vlen(ad - raptor.origin);
488 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
489 ad = vf + raptor.lock_target.velocity * impact_time;
496 if(raptor.lock_strength == 1)
497 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
498 else if(self.lock_strength > 0.5)
499 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
500 else if(self.lock_strength < 0.5)
501 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
506 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
507 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
508 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
510 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
511 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
512 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
516 v_forward = vf * 0.5;
517 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
518 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
521 if(!forbidWeaponUse(player))
522 if(player.BUTTON_ATCK)
523 if(raptor.attack_finished_single <= time)
524 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
526 raptor.misc_bulletcounter += 1;
527 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
528 if(raptor.misc_bulletcounter <= 2)
529 raptor_fire_cannon(self.gun1, "fire1");
530 else if(raptor.misc_bulletcounter == 3)
531 raptor_fire_cannon(self.gun2, "fire1");
534 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
535 raptor_fire_cannon(self.gun2, "fire1");
536 raptor.misc_bulletcounter = 0;
538 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
542 if(self.vehicle_flags & VHF_SHIELDREGEN)
543 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);
545 if(self.vehicle_flags & VHF_HEALTHREGEN)
546 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);
548 if(self.vehicle_flags & VHF_ENERGYREGEN)
549 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);
551 if(!forbidWeaponUse(player))
552 if(raptor.vehicle_weapon2mode == RSM_BOMB)
554 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
555 if(player.BUTTON_ATCK2)
558 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
564 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
565 if(player.BUTTON_ATCK2)
570 for(i = 0; i < 3; ++i)
573 setmodel(_flare, "models/runematch/rune.mdl");
574 _flare.effects = EF_LOWPRECISION | EF_FLAME;
576 setorigin(_flare, self.origin - '0 0 16');
577 _flare.movetype = MOVETYPE_TOSS;
578 _flare.gravity = 0.15;
579 _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
580 _flare.think = raptor_flare_think;
581 _flare.nextthink = time;
582 _flare.owner = raptor;
583 _flare.solid = SOLID_CORPSE;
584 _flare.takedamage = DAMAGE_YES;
585 _flare.event_damage = raptor_flare_damage;
587 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
588 _flare.touch = raptor_flare_touch;
590 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
595 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
596 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
598 if(self.bomb1.cnt < time)
600 entity _missile = findchainentity(enemy, raptor);
601 float _incomming = 0;
604 if(_missile.flags & FL_PROJECTILE)
605 if(MISSILE_IS_TRACKING(_missile))
606 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
609 _missile = _missile.chain;
613 sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
615 self.bomb1.cnt = time + 1;
619 VEHICLE_UPDATE_PLAYER(player, health, raptor);
620 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
621 if(self.vehicle_flags & VHF_HASSHIELD)
622 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
624 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
630 float raptor_takeoff()
632 entity player, raptor;
635 raptor = self.vehicle;
638 self.nextthink = time;
639 CSQCMODEL_AUTOUPDATE();
640 self.nextthink = 0; // will this work?
642 if(self.sound_nexttime < time)
644 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
645 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
649 if(raptor.frame < 25)
651 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
652 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
653 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
654 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
655 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
657 setorigin(player, raptor.origin + '0 0 32');
660 player.PlayerPhysplug = raptor_frame;
662 if(self.vehicle_flags & VHF_SHIELDREGEN)
663 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);
665 if(self.vehicle_flags & VHF_HEALTHREGEN)
666 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);
668 if(self.vehicle_flags & VHF_ENERGYREGEN)
669 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);
672 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
673 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
675 VEHICLE_UPDATE_PLAYER(player, health, raptor);
676 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
677 if(self.vehicle_flags & VHF_HASSHIELD)
678 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
680 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
687 self.deadflag = DEAD_DEAD;
688 self.vehicle_exit(VHEF_NORMAL);
689 RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
692 self.movetype = MOVETYPE_NONE;
693 self.effects = EF_NODRAW;
694 self.colormod = '0 0 0';
695 self.avelocity = '0 0 0';
696 self.velocity = '0 0 0';
698 setorigin(self, self.pos1);
699 self.touch = func_null;
703 void raptor_diethink()
705 if(time >= self.wait)
706 self.think = raptor_blowup;
710 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
711 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
713 self.nextthink = time;
715 CSQCMODEL_AUTOUPDATE();
718 // If we dont do this ever now and then, the raptors rotors
719 // stop working, presumably due to angle overflow. cute.
720 void raptor_rotor_anglefix()
722 self.gun1.angles_y = anglemods(self.gun1.angles_y);
723 self.gun2.angles_y = anglemods(self.gun2.angles_y);
724 self.nextthink = time + 15;
727 float raptor_impulse(float _imp)
733 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
734 CSQCVehicleSetup(self, 0);
738 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
739 CSQCVehicleSetup(self, 0);
745 self.vehicle.vehicle_weapon2mode += 1;
746 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
747 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
749 CSQCVehicleSetup(self, 0);
755 self.vehicle.vehicle_weapon2mode -= 1;
756 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
757 self.vehicle.vehicle_weapon2mode = RSM_LAST;
759 CSQCVehicleSetup(self, 0);
763 case 17: // toss gun, could be used to exit?
765 case 20: // Manual minigun reload?
772 void spawnfunc_vehicle_raptor()
774 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
775 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
778 float v_raptor(float req)
784 if(autocvar_g_vehicle_raptor_bouncepain)
785 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
791 self.vehicle_weapon2mode = RSM_BOMB;
792 self.owner.PlayerPhysplug = raptor_takeoff;
793 self.movetype = MOVETYPE_BOUNCEMISSILE;
794 self.solid = SOLID_SLIDEBOX;
795 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
796 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
797 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
798 self.tur_head.exteriormodeltoclient = self.owner;
800 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
803 if(self.owner.flagcarried)
804 setorigin(self.owner.flagcarried, '-20 0 96');
806 CSQCVehicleSetup(self.owner, 0);
816 self.event_damage = func_null;
817 self.solid = SOLID_CORPSE;
818 self.takedamage = DAMAGE_NO;
819 self.deadflag = DEAD_DYING;
820 self.movetype = MOVETYPE_BOUNCE;
821 self.think = raptor_diethink;
822 self.nextthink = time;
823 self.wait = time + 5 + (random() * 5);
825 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
827 self.velocity_z += 600;
829 self.avelocity = '0 0.5 1' * (random() * 400);
830 self.avelocity -= '0 0.5 1' * (random() * 400);
832 self.colormod = '-0.5 -0.5 -0.5';
833 self.touch = raptor_blowup;
843 //FIXME: Camera is in a bad place in HUD model.
844 //setorigin(self.vehicle_viewport, '25 0 5');
846 self.vehicles_impulse = raptor_impulse;
850 self.bomb1 = spawn();
851 self.bomb2 = spawn();
855 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
856 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
857 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
858 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
859 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
861 setattachment(self.bomb1, self, "bombmount_left");
862 setattachment(self.bomb2, self, "bombmount_right");
863 setattachment(self.tur_head, self,"root");
865 // FIXMODEL Guns mounts to angled bones
866 self.bomb1.angles = self.angles;
867 self.angles = '0 0 0';
868 // This messes up gun-aim, so work arround it.
869 //setattachment(self.gun1, self, "gunmount_left");
870 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
872 setattachment(self.gun1, self, "");
873 setorigin(self.gun1, ofs);
875 //setattachment(self.gun2, self, "gunmount_right");
876 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
878 setattachment(self.gun2, self, "");
879 setorigin(self.gun2, ofs);
881 self.angles = self.bomb1.angles;
882 self.bomb1.angles = '0 0 0';
885 spinner.owner = self;
886 setmodel(spinner,"models/vehicles/spinner.dpm");
887 setattachment(spinner, self, "engine_left");
888 spinner.movetype = MOVETYPE_NOCLIP;
889 spinner.avelocity = '0 90 0';
890 self.bomb1.gun1 = spinner;
893 spinner.owner = self;
894 setmodel(spinner,"models/vehicles/spinner.dpm");
895 setattachment(spinner, self, "engine_right");
896 spinner.movetype = MOVETYPE_NOCLIP;
897 spinner.avelocity = '0 -90 0';
898 self.bomb1.gun2 = spinner;
901 self.bomb1.think = raptor_rotor_anglefix;
902 self.bomb1.nextthink = time;
908 self.vehicle_health = autocvar_g_vehicle_raptor_health;
909 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
910 self.movetype = MOVETYPE_TOSS;
911 self.solid = SOLID_SLIDEBOX;
912 self.vehicle_energy = 1;
914 self.PlayerPhysplug = raptor_frame;
916 self.bomb1.gun1.avelocity_y = 90;
917 self.bomb1.gun2.avelocity_y = -90;
921 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
922 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
923 self.damageforcescale = 0.25;
924 self.vehicle_health = autocvar_g_vehicle_raptor_health;
925 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
930 if(autocvar_g_vehicle_raptor_shield)
931 self.vehicle_flags |= VHF_HASSHIELD;
933 if(autocvar_g_vehicle_raptor_shield_regen)
934 self.vehicle_flags |= VHF_SHIELDREGEN;
936 if(autocvar_g_vehicle_raptor_health_regen)
937 self.vehicle_flags |= VHF_HEALTHREGEN;
939 if(autocvar_g_vehicle_raptor_energy_regen)
940 self.vehicle_flags |= VHF_ENERGYREGEN;
942 self.vehicle_exit = raptor_exit;
943 self.respawntime = autocvar_g_vehicle_raptor_respawntime;
944 self.vehicle_health = autocvar_g_vehicle_raptor_health;
945 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
946 self.max_health = self.vehicle_health;
952 precache_model ("models/vehicles/raptor.dpm");
953 precache_model ("models/vehicles/raptor_gun.dpm");
954 precache_model ("models/vehicles/spinner.dpm");
955 precache_model ("models/vehicles/raptor_cockpit.dpm");
956 precache_model ("models/vehicles/clusterbomb_folded.md3");
957 precache_model ("models/vehicles/raptor_body.dpm");
959 precache_sound ("vehicles/raptor_fly.wav");
960 precache_sound ("vehicles/raptor_speed.wav");
961 precache_sound ("vehicles/missile_alarm.wav");
972 #define raptor_ico "gfx/vehicles/raptor.tga"
973 #define raptor_gun "gfx/vehicles/raptor_guns.tga"
974 #define raptor_bomb "gfx/vehicles/raptor_bombs.tga"
975 #define raptor_drop "gfx/vehicles/axh-dropcross.tga"
977 void RaptorCBShellfragDraw()
982 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
983 self.move_avelocity += randomvec() * 15;
984 self.renderflags = 0;
987 self.alpha = bound(0, self.nextthink - time, 1);
989 if(self.alpha < ALPHA_MIN_VISIBLE)
993 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
998 setmodel(sfrag, "models/vehicles/clusterbomb_fragment.md3");
999 setorigin(sfrag, _org);
1001 sfrag.move_movetype = MOVETYPE_BOUNCE;
1002 sfrag.gravity = 0.15;
1003 sfrag.solid = SOLID_CORPSE;
1005 sfrag.draw = RaptorCBShellfragDraw;
1007 sfrag.move_origin = sfrag.origin = _org;
1008 sfrag.move_velocity = _vel;
1009 sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
1010 sfrag.angles = self.move_angles = _ang;
1012 sfrag.move_time = time;
1013 sfrag.damageforcescale = 4;
1015 sfrag.nextthink = time + 3;
1016 sfrag.cnt = time + 2;
1018 sfrag.drawmask = MASK_NORMAL;
1021 float v_raptor(float req)
1027 if(autocvar_r_letterbox)
1030 vector picsize, hudloc = '0 0 0', pic2size, picloc;
1031 string raptor_xhair;
1033 // Fetch health & ammo stats
1036 picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1037 hudloc_y = vid_conheight - picsize_y;
1038 hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1040 drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1047 reload1 = reload2 * 0.01;
1050 pic2size = draw_getimagesize(raptor_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1051 picloc = picsize * 0.5 - pic2size * 0.5;
1052 if(vh_health < 0.25)
1053 drawpic(hudloc + picloc, raptor_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1055 drawpic(hudloc + picloc, raptor_ico, pic2size, '1 1 1' * vh_health + '1 0 0' * (1 - vh_health), 1, DRAWFLAG_NORMAL);
1056 drawpic(hudloc + picloc, raptor_bomb, pic2size, '1 1 1' * reload1 + '1 0 0' * (1 - reload1), 1, DRAWFLAG_NORMAL);
1057 drawpic(hudloc + picloc, raptor_gun, pic2size, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1058 drawpic(hudloc + picloc, hud_sh, pic2size, '1 1 1', shield, DRAWFLAG_NORMAL);
1061 picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1062 picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1063 drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1064 drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1065 drawresetcliparea();
1067 picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1068 picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1069 if(vh_health < 0.25)
1071 if(alarm1time < time)
1073 alarm1time = time + 2;
1074 vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1077 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1081 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1084 vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1090 picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1091 picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1092 drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1093 drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1094 drawresetcliparea();
1096 picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1097 picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1100 if(alarm2time < time)
1102 alarm2time = time + 1;
1103 vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1105 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1109 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1112 vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1118 picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1119 picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1120 drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight);
1121 drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1122 drawresetcliparea();
1124 picsize = draw_getimagesize(hud_ammo1_ico) * autocvar_cl_vehicles_hudscale;
1125 picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1127 drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1129 drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1132 picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale;
1133 picloc = '450 140 0' * autocvar_cl_vehicles_hudscale;
1134 drawsetcliparea(hudloc_x + picloc_x, hudloc_y + picloc_y, picsize_x * reload1, vid_conheight);
1135 drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1136 drawresetcliparea();
1138 pic2size = draw_getimagesize(hud_ammo2_ico) * autocvar_cl_vehicles_hudscale;
1139 picloc = '664 130 0' * autocvar_cl_vehicles_hudscale;
1141 drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1143 drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 1 1', 1, DRAWFLAG_NORMAL);
1145 if(getstati(STAT_VEHICLESTAT_W2MODE) == RSM_FLARE)
1147 raptor_xhair = "gfx/vehicles/axh-bracket.tga";
1151 raptor_xhair = "gfx/vehicles/axh-ring.tga";
1153 // Bombing crosshair
1157 dropmark.owner = self;
1158 dropmark.gravity = 1;
1165 setorigin(dropmark, pmove_org);
1166 dropmark.velocity = pmove_vel;
1167 tracetoss(dropmark, self);
1169 where = project_3d_to_2d(trace_endpos);
1171 setorigin(dropmark, trace_endpos);
1172 picsize = draw_getimagesize(raptor_drop) * 0.2;
1174 if(!(where_z < 0 || where_x < 0 || where_y < 0 || where_x > vid_conwidth || where_y > vid_conheight))
1176 where_x -= picsize_x * 0.5;
1177 where_y -= picsize_y * 0.5;
1179 drawpic(where, raptor_drop, picsize, '0 2 0', 1, DRAWFLAG_ADDITIVE);
1181 dropmark.cnt = time + 5;
1186 if(dropmark.cnt > time)
1188 where = project_3d_to_2d(dropmark.origin);
1189 picsize = draw_getimagesize(raptor_drop) * 0.25;
1191 if(!(where_z < 0 || where_x < 0 || where_y < 0 || where_x > vid_conwidth || where_y > vid_conheight))
1193 where_x -= picsize_x * 0.5;
1194 where_y -= picsize_y * 0.5;
1196 drawpic(where, raptor_drop, picsize, '2 0 0', 1, DRAWFLAG_ADDITIVE);
1202 if (scoreboard_showscores)
1203 HUD_DrawScoreboard();
1206 picsize = draw_getimagesize(raptor_xhair);
1210 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), raptor_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1217 AuxiliaryXhair[0].axh_image = "gfx/vehicles/axh-special2.tga";
1218 AuxiliaryXhair[0].axh_scale = 0.5;
1220 AuxiliaryXhair[1].axh_image = "gfx/vehicles/axh-bracket.tga";
1221 AuxiliaryXhair[1].axh_scale = 0.25;
1234 #endif // REGISTER_VEHICLE