7 bool autocvar_g_vehicle_raptor = true;
9 float autocvar_g_vehicle_raptor_respawntime = 40;
10 float autocvar_g_vehicle_raptor_takeofftime = 1.5;
12 // 0: go where player aims, +forward etc relative to aim angles
13 // 1: ignore aim for up/down movement. +forward always moved forward, +jump always moves up
14 int autocvar_g_vehicle_raptor_movestyle = 1;
15 float autocvar_g_vehicle_raptor_turnspeed = 200;
16 float autocvar_g_vehicle_raptor_pitchspeed = 50;
17 float autocvar_g_vehicle_raptor_pitchlimit = 45;
19 float autocvar_g_vehicle_raptor_speed_forward = 1700;
20 float autocvar_g_vehicle_raptor_speed_strafe = 900;
21 float autocvar_g_vehicle_raptor_speed_up = 1700;
22 float autocvar_g_vehicle_raptor_speed_down = 1700;
23 float autocvar_g_vehicle_raptor_friction = 2;
25 bool autocvar_g_vehicle_raptor_swim = false;
27 float autocvar_g_vehicle_raptor_cannon_turnspeed = 120;
28 float autocvar_g_vehicle_raptor_cannon_turnlimit = 20;
29 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up = 12;
30 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down = 32;
32 float autocvar_g_vehicle_raptor_cannon_locktarget = 0;
33 float autocvar_g_vehicle_raptor_cannon_locking_time = 0.2;
34 float autocvar_g_vehicle_raptor_cannon_locking_releasetime = 0.45;
35 float autocvar_g_vehicle_raptor_cannon_locked_time = 1;
36 float autocvar_g_vehicle_raptor_cannon_predicttarget = 1;
38 float autocvar_g_vehicle_raptor_energy = 100;
39 float autocvar_g_vehicle_raptor_energy_regen = 25;
40 float autocvar_g_vehicle_raptor_energy_regen_pause = 0.25;
42 float autocvar_g_vehicle_raptor_health = 150;
43 float autocvar_g_vehicle_raptor_health_regen = 0;
44 float autocvar_g_vehicle_raptor_health_regen_pause = 0;
46 float autocvar_g_vehicle_raptor_shield = 75;
47 float autocvar_g_vehicle_raptor_shield_regen = 25;
48 float autocvar_g_vehicle_raptor_shield_regen_pause = 1.5;
50 float autocvar_g_vehicle_raptor_bouncefactor = 0.2;
51 float autocvar_g_vehicle_raptor_bouncestop = 0;
52 vector autocvar_g_vehicle_raptor_bouncepain = '1 4 1000';
57 void raptor_land(entity this)
61 hgt = vehicle_altitude(this, 512);
62 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
63 this.angles_x *= 0.95;
64 this.angles_z *= 0.95;
66 if(hgt < 128 && hgt > 0)
67 this.frame = (hgt / 128) * 25;
69 this.bomb1.gun1.avelocity_y = 90 + ((this.frame / 25) * 2000);
70 this.bomb1.gun2.avelocity_y = -this.bomb1.gun1.avelocity_y;
74 set_movetype(this, MOVETYPE_TOSS);
75 setthink(this, vehicles_think);
79 this.nextthink = time;
81 CSQCMODEL_AUTOUPDATE(this);
84 void raptor_exit(entity this, int eject)
86 entity player = this.owner;
88 this.tur_head.exteriormodeltoclient = NULL;
92 setthink(this, raptor_land);
93 this.nextthink = time;
99 makevectors(this.angles);
103 spot = this.origin + v_forward * 100 + '0 0 64';
104 spot = vehicles_findgoodexit(this, player, spot);
105 setorigin(player, spot);
106 player.velocity = (v_up + v_forward * 0.25) * 750;
107 player.oldvelocity = player.velocity;
111 if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
113 player.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
114 player.velocity_z += 200;
115 spot = this.origin + v_forward * 32 + '0 0 64';
116 spot = vehicles_findgoodexit(this, player, spot);
120 player.velocity = this.velocity * 0.5;
121 player.velocity_z += 10;
122 spot = this.origin - v_forward * 200 + '0 0 64';
123 spot = vehicles_findgoodexit(this, player, spot);
125 player.oldvelocity = player.velocity;
126 setorigin(player, spot);
130 antilag_clear(player, CS(player));
133 bool raptor_frame(entity this, float dt)
135 entity vehic = this.vehicle;
140 vehic.solid = SOLID_NOT;
141 vehic.takedamage = DAMAGE_NO;
142 set_movetype(vehic, MOVETYPE_NONE);
146 vehicles_frame(vehic, this);
149 ftmp = vlen(vehic.velocity);
150 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
153 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
156 if(vehic.sound_nexttime < time)
158 vehic.sound_nexttime = time + 7.955812;
159 //sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
160 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
164 else if(fabs(ftmp - vehic.wait) > 0.2)
166 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
167 sound (vehic, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
174 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
177 crosshair_trace(this);
179 //if(time - vehic.lastteleporttime < 1)
181 if(vehic.angles_z > 50 || vehic.angles_z < -50)
183 if(PHYS_INPUT_BUTTON_JUMP(this))
185 PHYS_INPUT_BUTTON_CROUCH(this) = true;
186 PHYS_INPUT_BUTTON_JUMP(this) = false;
193 vector df = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
196 if(df_x > 180) df_x -= 360;
197 if(df_x < -180) df_x += 360;
198 if(df_y > 180) df_y -= 360;
199 if(df_y < -180) df_y += 360;
201 float ftmp = shortangle_f(this.v_angle_y - vang_y, vang_y);
202 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
203 vehic.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
207 if(this.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
208 else if(this.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
210 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
211 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
212 vehic.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
214 vehic.angles_x = anglemods(vehic.angles_x);
215 vehic.angles_y = anglemods(vehic.angles_y);
216 vehic.angles_z = anglemods(vehic.angles_z);
218 if(autocvar_g_vehicle_raptor_movestyle == 1)
219 makevectors('0 1 0' * vehic.angles_y);
221 makevectors(this.v_angle);
223 df = vehic.velocity * -autocvar_g_vehicle_raptor_friction;
225 if(this.movement_x != 0)
227 if(this.movement_x > 0)
228 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
229 else if(this.movement_x < 0)
230 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
233 if(this.movement_y != 0)
235 if(this.movement_y < 0)
236 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
237 else if(this.movement_y > 0)
238 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
240 vehic.angles_z = bound(-30,vehic.angles_z + (this.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
244 vehic.angles_z *= 0.95;
245 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
249 if(PHYS_INPUT_BUTTON_CROUCH(this))
250 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
251 else if (PHYS_INPUT_BUTTON_JUMP(this))
252 df += v_up * autocvar_g_vehicle_raptor_speed_up;
254 vehic.velocity += df * dt;
255 this.velocity = this.movement = vehic.velocity;
256 setorigin(this, vehic.origin + '0 0 32');
257 this.oldorigin = this.origin; // negate fall damage
259 this.vehicle_weapon2mode = vehic.vehicle_weapon2mode;
262 // Target lock & predict
263 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
265 if(vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy))
266 vehic.gun1.enemy = NULL;
269 if(trace_ent.move_movetype)
270 if(trace_ent.takedamage)
271 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
275 if(trace_ent.team != this.team)
277 vehic.gun1.enemy = trace_ent;
278 vehic.gun1.lock_time = time + 5;
283 vehic.gun1.enemy = trace_ent;
284 vehic.gun1.lock_time = time + 0.5;
290 float distance, impact_time;
292 vf = real_origin(vehic.gun1.enemy);
293 UpdateAuxiliaryXhair(this, vf, '1 0 0', 1);
294 vector _vel = vehic.gun1.enemy.velocity;
295 if(vehic.gun1.enemy.move_movetype == MOVETYPE_WALK)
298 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
301 distance = vlen(ad - this.origin);
302 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
303 ad = vf + _vel * impact_time;
310 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
313 vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_raptor_cannon_locking_time) * dt,
314 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * dt,
315 autocvar_g_vehicle_raptor_cannon_locked_time);
317 if(vehic.lock_target != NULL)
318 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
319 if(vehic.lock_strength == 1)
321 float i, distance, impact_time;
323 vf = real_origin(vehic.lock_target);
325 for(i = 0; i < 4; ++i)
327 distance = vlen(ad - vehic.origin);
328 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
329 ad = vf + vehic.lock_target.velocity * impact_time;
334 if(vehic.lock_target)
336 if(vehic.lock_strength == 1)
337 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 1);
338 else if(vehic.lock_strength > 0.5)
339 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 1);
340 else if(vehic.lock_strength < 0.5)
341 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 1);
346 vehicle_aimturret(vehic, trace_endpos, vehic.gun1, "fire1",
347 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
348 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
350 vehicle_aimturret(vehic, trace_endpos, vehic.gun2, "fire1",
351 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
352 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
356 v_forward = vf * 0.5;
357 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
358 UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0);
361 Weapon wep1 = WEP_RAPTOR;
362 .entity weaponentity = weaponentities[0];
363 if(!forbidWeaponUse(this))
364 if(PHYS_INPUT_BUTTON_ATCK(this))
365 if (wep1.wr_checkammo1(wep1, vehic, weaponentity))
367 wep1.wr_think(wep1, vehic, weaponentity, 1);
370 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
371 vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true);
373 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
374 vehicles_regen(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false);
376 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
377 vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false);
379 Weapon wep2a = WEP_RAPTOR_BOMB;
380 if(!forbidWeaponUse(this))
381 if(vehic.vehicle_weapon2mode == RSM_BOMB)
383 if(time > vehic.lip + autocvar_g_vehicle_raptor_bombs_refire)
384 if(PHYS_INPUT_BUTTON_ATCK2(this))
386 .entity weaponentity = weaponentities[1];
387 wep2a.wr_think(wep2a, vehic, weaponentity, 2);
388 vehic.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
394 Weapon wep2b = WEP_RAPTOR_FLARE;
395 if(time > vehic.lip + autocvar_g_vehicle_raptor_flare_refire)
396 if(PHYS_INPUT_BUTTON_ATCK2(this))
398 .entity weaponentity = weaponentities[1];
399 wep2b.wr_think(wep2b, vehic, weaponentity, 2);
400 vehic.delay = time + autocvar_g_vehicle_raptor_flare_refire;
405 vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
406 this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
407 this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
409 if(vehic.bomb1.cnt < time)
411 bool incoming = false;
412 IL_EACH(g_projectiles, it.enemy == vehic,
414 if(MISSILE_IS_TRACKING(it))
415 if(vdist(vehic.origin - it.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
425 soundto(MSG_ONE, vehic, CH_PAIN_SINGLE, SND(VEH_MISSILE_ALARM), VOL_BASE, ATTEN_NONE);
428 vehic.bomb1.cnt = time + 1;
432 VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor);
433 VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
434 if(vehic.vehicle_flags & VHF_HASSHIELD)
435 VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
437 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
440 bool raptor_takeoff(entity this, float dt)
442 entity vehic = this.vehicle;
445 vehic.nextthink = time;
446 CSQCMODEL_AUTOUPDATE(vehic);
447 vehic.nextthink = 0; // will this work?
449 if(vehic.sound_nexttime < time)
451 vehic.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
452 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
458 vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / PHYS_INPUT_FRAMETIME);
459 vehic.velocity_z = min(vehic.velocity_z * 1.5, 256);
460 vehic.bomb1.gun1.avelocity_y = 90 + ((vehic.frame / 25) * 25000);
461 vehic.bomb1.gun2.avelocity_y = -vehic.bomb1.gun1.avelocity_y;
462 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
464 setorigin(this, vehic.origin + '0 0 32');
465 this.oldorigin = this.origin;
468 this.PlayerPhysplug = raptor_frame;
470 this.vehicle_weapon2mode = vehic.vehicle_weapon2mode;
472 if(vehic.vehicle_flags & VHF_SHIELDREGEN)
473 vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true);
475 if(vehic.vehicle_flags & VHF_HEALTHREGEN)
476 vehicles_regen(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false);
478 if(vehic.vehicle_flags & VHF_ENERGYREGEN)
479 vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false);
482 vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
483 this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
484 this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
486 VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor);
487 VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
488 if(vehic.vehicle_flags & VHF_HASSHIELD)
489 VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
491 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
494 void raptor_blowup(entity this, entity toucher)
496 this.deadflag = DEAD_DEAD;
497 this.vehicle_exit(this, VHEF_NORMAL);
498 RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, NULL);
501 set_movetype(this, MOVETYPE_NONE);
502 this.effects = EF_NODRAW;
503 this.colormod = '0 0 0';
504 this.avelocity = '0 0 0';
505 this.velocity = '0 0 0';
507 setorigin(this, this.pos1);
508 settouch(this, func_null);
512 void raptor_diethink(entity this)
514 if(time >= this.wait)
516 raptor_blowup(this, NULL);
522 sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
523 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
525 this.nextthink = time;
527 CSQCMODEL_AUTOUPDATE(this);
530 // If we dont do this ever now and then, the raptors rotors
531 // stop working, presumably due to angle overflow. cute.
532 void raptor_rotor_anglefix(entity this)
534 this.gun1.angles_y = anglemods(this.gun1.angles_y);
535 this.gun2.angles_y = anglemods(this.gun2.angles_y);
536 this.nextthink = time + 15;
539 bool raptor_impulse(entity this, int _imp)
543 case IMP_weapon_group_1.impulse:
544 this.vehicle.vehicle_weapon2mode = RSM_BOMB;
545 CSQCVehicleSetup(this, 0);
547 case IMP_weapon_group_2.impulse:
548 this.vehicle.vehicle_weapon2mode = RSM_FLARE;
549 CSQCVehicleSetup(this, 0);
552 case IMP_weapon_next_byid.impulse:
553 case IMP_weapon_next_bypriority.impulse:
554 case IMP_weapon_next_bygroup.impulse:
555 this.vehicle.vehicle_weapon2mode += 1;
556 if(this.vehicle.vehicle_weapon2mode > RSM_LAST)
557 this.vehicle.vehicle_weapon2mode = RSM_FIRST;
559 CSQCVehicleSetup(this, 0);
561 case IMP_weapon_last.impulse:
562 case IMP_weapon_prev_byid.impulse:
563 case IMP_weapon_prev_bypriority.impulse:
564 case IMP_weapon_prev_bygroup.impulse:
565 this.vehicle.vehicle_weapon2mode -= 1;
566 if(this.vehicle.vehicle_weapon2mode < RSM_FIRST)
567 this.vehicle.vehicle_weapon2mode = RSM_LAST;
569 CSQCVehicleSetup(this, 0);
573 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
575 case IMP_weapon_reload.impulse: // Manual minigun reload?
582 spawnfunc(vehicle_raptor)
584 if(!autocvar_g_vehicle_raptor) { delete(this); return; }
585 if(!vehicle_initialize(this, VEH_RAPTOR, false)) { delete(this); return; }
588 METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
590 if(autocvar_g_vehicle_raptor_bouncepain)
591 vehicles_impact(instance, autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
593 METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
595 instance.vehicle_weapon2mode = RSM_BOMB;
596 instance.owner.PlayerPhysplug = raptor_takeoff;
597 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
598 instance.solid = SOLID_SLIDEBOX;
599 instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
600 instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
601 instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work
602 instance.tur_head.exteriormodeltoclient = instance.owner;
604 instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
607 if(instance.owner.flagcarried)
608 setorigin(instance.owner.flagcarried, '-20 0 96');
610 CSQCVehicleSetup(instance.owner, 0);
612 METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
615 instance.event_damage = func_null;
616 instance.solid = SOLID_CORPSE;
617 instance.takedamage = DAMAGE_NO;
618 instance.deadflag = DEAD_DYING;
619 set_movetype(instance, MOVETYPE_BOUNCE);
620 setthink(instance, raptor_diethink);
621 instance.nextthink = time;
622 instance.wait = time + 5 + (random() * 5);
624 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
626 instance.velocity_z += 600;
628 instance.avelocity = '0 0.5 1' * (random() * 400);
629 instance.avelocity -= '0 0.5 1' * (random() * 400);
631 instance.colormod = '-0.5 -0.5 -0.5';
632 settouch(instance, raptor_blowup);
634 METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
641 //FIXME: Camera is in a bad place in HUD model.
642 //setorigin(instance.vehicle_viewport, '25 0 5');
644 instance.vehicles_impulse = raptor_impulse;
648 instance.bomb1 = new(raptor_bomb);
649 instance.bomb2 = new(raptor_bomb);
650 instance.gun1 = new(raptor_gun);
651 instance.gun2 = new(raptor_gun);
653 setmodel(instance.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
654 setmodel(instance.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
655 setmodel(instance.gun1, MDL_VEH_RAPTOR_GUN);
656 setmodel(instance.gun2, MDL_VEH_RAPTOR_GUN);
657 setmodel(instance.tur_head, MDL_VEH_RAPTOR_TAIL);
659 setattachment(instance.bomb1, instance, "bombmount_left");
660 setattachment(instance.bomb2, instance, "bombmount_right");
661 setattachment(instance.tur_head, instance,"root");
663 // FIXMODEL Guns mounts to angled bones
664 instance.bomb1.angles = instance.angles;
665 instance.angles = '0 0 0';
666 // This messes up gun-aim, so work arround it.
667 //setattachment(instance.gun1, instance, "gunmount_left");
668 ofs = gettaginfo(instance, gettagindex(instance, "gunmount_left"));
669 ofs -= instance.origin;
670 setattachment(instance.gun1, instance, "");
671 setorigin(instance.gun1, ofs);
673 //setattachment(instance.gun2, instance, "gunmount_right");
674 ofs = gettaginfo(instance, gettagindex(instance, "gunmount_right"));
675 ofs -= instance.origin;
676 setattachment(instance.gun2, instance, "");
677 setorigin(instance.gun2, ofs);
679 instance.angles = instance.bomb1.angles;
680 instance.bomb1.angles = '0 0 0';
682 spinner = new(raptor_spinner);
683 spinner.owner = instance;
684 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
685 setattachment(spinner, instance, "engine_left");
686 set_movetype(spinner, MOVETYPE_NOCLIP);
687 spinner.avelocity = '0 90 0';
688 instance.bomb1.gun1 = spinner;
690 spinner = new(raptor_spinner);
691 spinner.owner = instance;
692 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
693 setattachment(spinner, instance, "engine_right");
694 set_movetype(spinner, MOVETYPE_NOCLIP);
695 spinner.avelocity = '0 -90 0';
696 instance.bomb1.gun2 = spinner;
699 setthink(instance.bomb1, raptor_rotor_anglefix);
700 instance.bomb1.nextthink = time;
706 instance.vehicle_health = autocvar_g_vehicle_raptor_health;
707 instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
708 set_movetype(instance, MOVETYPE_TOSS);
709 instance.solid = SOLID_SLIDEBOX;
710 instance.vehicle_energy = 1;
712 if(!autocvar_g_vehicle_raptor_swim)
713 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
715 instance.PlayerPhysplug = raptor_frame;
717 instance.bomb1.gun1.avelocity_y = 90;
718 instance.bomb1.gun2.avelocity_y = -90;
720 instance.delay = time;
722 instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
723 instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
724 instance.damageforcescale = 0.25;
725 instance.vehicle_health = autocvar_g_vehicle_raptor_health;
726 instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
728 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
730 if(autocvar_g_vehicle_raptor_shield)
731 instance.vehicle_flags |= VHF_HASSHIELD;
733 if(autocvar_g_vehicle_raptor_shield_regen)
734 instance.vehicle_flags |= VHF_SHIELDREGEN;
736 if(autocvar_g_vehicle_raptor_health_regen)
737 instance.vehicle_flags |= VHF_HEALTHREGEN;
739 if(autocvar_g_vehicle_raptor_energy_regen)
740 instance.vehicle_flags |= VHF_ENERGYREGEN;
742 instance.vehicle_exit = raptor_exit;
743 instance.respawntime = autocvar_g_vehicle_raptor_respawntime;
744 instance.vehicle_health = autocvar_g_vehicle_raptor_health;
745 instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
746 instance.max_health = instance.vehicle_health;
748 if(!autocvar_g_vehicle_raptor_swim)
749 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
755 METHOD(Raptor, vr_hud, void(Raptor thisveh))
757 Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
758 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
759 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
761 METHOD(Raptor, vr_crosshair, void(Raptor thisveh, entity player))
767 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
768 case RSM_BOMB: crosshair = vCROSS_BURST; break;
769 default: crosshair = vCROSS_BURST;
772 vector tmpSize = '0 0 0';
773 if(weapon2mode != RSM_FLARE && !spectatee_status)
780 dropmark.owner = player;
781 dropmark.gravity = 1;
782 dropmark.dphitcontentsmask = DPCONTENTS_SOLID;
783 dropmark.solid = SOLID_CORPSE;
784 set_movetype(dropmark, MOVETYPE_BOUNCE);
787 float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
790 setorigin(dropmark, pmove_org);
791 dropmark.velocity = pmove_vel;
792 tracetoss(dropmark, player);
794 where = project_3d_to_2d(trace_endpos);
796 setorigin(dropmark, trace_endpos);
797 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
799 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
801 where.x -= tmpSize.x * 0.5;
802 where.y -= tmpSize.y * 0.5;
804 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
805 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
807 dropmark.cnt = time + 5;
811 if(dropmark.cnt > time)
813 where = project_3d_to_2d(dropmark.origin);
814 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
816 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
818 where.x -= tmpSize.x * 0.5;
819 where.y -= tmpSize.y * 0.5;
821 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
822 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
828 Vehicles_drawCrosshair(crosshair);
830 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
832 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;