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1 #define RSM_FIRST 0
2 #define RSM_BOMB 0
3 #define RSM_FLARE 1
4 #define RSM_LAST 1
5
6 #define RAPTOR_MIN '-80 -80 0'
7 #define RAPTOR_MAX '80 80 70'
8
9 #ifdef SVQC
10 float autocvar_g_vehicle_raptor;
11
12 float autocvar_g_vehicle_raptor_respawntime;
13 float autocvar_g_vehicle_raptor_takeofftime;
14
15 float autocvar_g_vehicle_raptor_movestyle;
16 float autocvar_g_vehicle_raptor_turnspeed;
17 float autocvar_g_vehicle_raptor_pitchspeed;
18 float autocvar_g_vehicle_raptor_pitchlimit;
19
20 float autocvar_g_vehicle_raptor_speed_forward;
21 float autocvar_g_vehicle_raptor_speed_strafe;
22 float autocvar_g_vehicle_raptor_speed_up;
23 float autocvar_g_vehicle_raptor_speed_down;
24 float autocvar_g_vehicle_raptor_friction;
25
26 float autocvar_g_vehicle_raptor_bomblets;
27 float autocvar_g_vehicle_raptor_bomblet_alt;
28 float autocvar_g_vehicle_raptor_bomblet_time;
29 float autocvar_g_vehicle_raptor_bomblet_damage;
30 float autocvar_g_vehicle_raptor_bomblet_spread;
31 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
32 float autocvar_g_vehicle_raptor_bomblet_radius;
33 float autocvar_g_vehicle_raptor_bomblet_force;
34 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
35 float autocvar_g_vehicle_raptor_bombs_refire;
36
37 float autocvar_g_vehicle_raptor_flare_refire;
38 float autocvar_g_vehicle_raptor_flare_lifetime;
39 float autocvar_g_vehicle_raptor_flare_chase;
40 float autocvar_g_vehicle_raptor_flare_range;
41
42 float autocvar_g_vehicle_raptor_cannon_turnspeed;
43 float autocvar_g_vehicle_raptor_cannon_turnlimit;
44 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
45 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
46
47 float autocvar_g_vehicle_raptor_cannon_locktarget;
48 float autocvar_g_vehicle_raptor_cannon_locking_time;
49 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
50 float autocvar_g_vehicle_raptor_cannon_locked_time;
51 float autocvar_g_vehicle_raptor_cannon_predicttarget;
52
53 float autocvar_g_vehicle_raptor_cannon_cost;
54 float autocvar_g_vehicle_raptor_cannon_damage;
55 float autocvar_g_vehicle_raptor_cannon_radius;
56 float autocvar_g_vehicle_raptor_cannon_refire;
57 float autocvar_g_vehicle_raptor_cannon_speed;
58 float autocvar_g_vehicle_raptor_cannon_spread;
59 float autocvar_g_vehicle_raptor_cannon_force;
60
61 float autocvar_g_vehicle_raptor_energy;
62 float autocvar_g_vehicle_raptor_energy_regen;
63 float autocvar_g_vehicle_raptor_energy_regen_pause;
64
65 float autocvar_g_vehicle_raptor_health;
66 float autocvar_g_vehicle_raptor_health_regen;
67 float autocvar_g_vehicle_raptor_health_regen_pause;
68
69 float autocvar_g_vehicle_raptor_shield;
70 float autocvar_g_vehicle_raptor_shield_regen;
71 float autocvar_g_vehicle_raptor_shield_regen_pause;
72
73 float autocvar_g_vehicle_raptor_bouncefactor;
74 float autocvar_g_vehicle_raptor_bouncestop;
75 vector autocvar_g_vehicle_raptor_bouncepain;
76
77 void raptor_spawn(float);
78 float raptor_frame();
79 float raptor_takeoff();
80
81 .entity bomb1;
82 .entity bomb2;
83
84 float raptor_altitude(float amax)
85 {
86         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
87     return vlen(self.origin - trace_endpos);
88 }
89
90
91 void raptor_bomblet_boom()
92 {
93     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
94                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
95                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
96                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
97     remove(self);
98 }
99
100 void raptor_bomblet_touch()
101 {
102     if(other == self.owner)
103         return;
104
105     PROJECTILE_TOUCH;
106     self.think = raptor_bomblet_boom;
107     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
108 }
109
110 void raptor_bomb_burst()
111 {
112     if(self.cnt > time)
113     if(autocvar_g_vehicle_raptor_bomblet_alt)
114     {
115         self.nextthink = time;
116         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
117         if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
118         {
119             UpdateCSQCProjectile(self);
120             return;
121         }
122     }
123
124     entity bomblet;
125     float i;
126
127     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
128
129     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
130     {
131         bomblet = spawn();
132         setorigin(bomblet, self.origin);
133
134         bomblet.movetype    = MOVETYPE_TOSS;
135         bomblet.touch       = raptor_bomblet_touch;
136         bomblet.think       = raptor_bomblet_boom;
137         bomblet.nextthink   = time + 5;
138         bomblet.owner       = self.owner;
139         bomblet.realowner   = self.realowner;
140         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
141
142         PROJECTILE_MAKETRIGGER(bomblet);
143         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
144     }
145
146     remove(self);
147 }
148
149 void raptor_bombdrop()
150 {
151     entity bomb_1, bomb_2;
152
153     bomb_1 = spawn();
154     bomb_2 = spawn();
155
156     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
157     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
158
159     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
160     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
161     bomb_1.touch        = bomb_2.touch      = raptor_bomb_burst;
162     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
163     bomb_1.cnt          = bomb_2.cnt        = time + 10;
164
165     if(autocvar_g_vehicle_raptor_bomblet_alt)
166         bomb_1.nextthink = bomb_2.nextthink  = time;
167     else
168         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
169
170     bomb_1.owner     = bomb_2.owner      = self;
171     bomb_1.realowner = bomb_2.realowner  = self.owner;
172     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
173     bomb_1.gravity   = bomb_2.gravity    = 1;
174
175     PROJECTILE_MAKETRIGGER(bomb_1);
176     PROJECTILE_MAKETRIGGER(bomb_2);
177
178     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
180 }
181
182
183 void raptor_fire_cannon(entity gun, string tagname)
184 {
185     vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
186                            gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
187                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
188                            DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner);
189 }
190
191 void raptor_think()
192 {
193 }
194
195 void raptor_enter()
196 {
197     self.owner.PlayerPhysplug = raptor_takeoff;
198     self.movetype       = MOVETYPE_BOUNCEMISSILE;
199     self.solid          = SOLID_SLIDEBOX;
200     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
201     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
202     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
203     self.tur_head.exteriormodeltoclient = self.owner;
204
205     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
206     self.lip   = time;
207
208     if(self.owner.flagcarried)
209        setorigin(self.owner.flagcarried, '-20 0 96');
210     
211     CSQCVehicleSetup(self.owner, 0);
212 }
213
214 void raptor_land()
215 {    
216     float hgt;
217         
218     hgt = raptor_altitude(512);    
219     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
220     self.angles_x *= 0.95;
221     self.angles_z *= 0.95;
222
223     if(hgt < 128)
224     if(hgt > 0)
225         self.frame = (hgt / 128) * 25;
226
227     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
228     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
229
230     if(hgt < 16)
231     {
232         self.movetype = MOVETYPE_TOSS;
233         self.think    = raptor_think;
234         self.frame    = 0;
235     }
236
237     self.nextthink  = time;
238 }
239
240 void raptor_exit(float eject)
241 {
242     vector spot;
243     self.tur_head.exteriormodeltoclient = world;
244
245     if(self.deadflag == DEAD_NO)
246     {
247         self.think      = raptor_land;
248         self.nextthink  = time;
249     }
250
251     if not (self.owner)
252         return;
253         
254         makevectors(self.angles);
255         if(eject)
256         {
257             spot = self.origin + v_forward * 100 + '0 0 64';
258             spot = vehicles_findgoodexit(spot);
259             setorigin(self.owner , spot);
260             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
261             self.owner.oldvelocity = self.owner.velocity;
262         }
263         else
264         {
265                 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
266                 {
267                         self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
268                         self.owner.velocity_z += 200;
269                         spot = self.origin + v_forward * 32 + '0 0 64';
270                         spot = vehicles_findgoodexit(spot);
271                 }
272                 else
273                 {
274                         self.owner.velocity = self.velocity * 0.5;
275                         self.owner.velocity_z += 10;
276                         spot = self.origin - v_forward * 200 + '0 0 64';
277                         spot = vehicles_findgoodexit(spot);
278                 }
279             self.owner.oldvelocity = self.owner.velocity;
280             setorigin(self.owner , spot);
281         }
282         
283         antilag_clear(self.owner);      
284     self.owner = world;
285 }
286
287 float raptor_takeoff()
288 {
289     entity player, raptor;
290     
291     player = self;
292     raptor = self.vehicle;
293     self   = raptor;
294     if(self.sound_nexttime < time)
295     {        
296         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
297         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
298     }   
299
300     // Takeoff sequense
301     if(raptor.frame < 25)
302     {
303         raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
304         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
305         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
306         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
307         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
308
309         setorigin(player, raptor.origin + '0 0 32');
310     }
311     else
312         player.PlayerPhysplug = raptor_frame;
313
314     if(self.vehicle_flags  & VHF_SHIELDREGEN)
315         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
316
317     if(self.vehicle_flags  & VHF_HEALTHREGEN)
318         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
319
320     if(self.vehicle_flags  & VHF_ENERGYREGEN)
321         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
322
323
324     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
325     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
326
327     VEHICLE_UPDATE_PLAYER(player, health, raptor);
328     VEHICLE_UPDATE_PLAYER(player, energy, raptor);
329     if(self.vehicle_flags & VHF_HASSHIELD)
330         VEHICLE_UPDATE_PLAYER(player, shield, raptor);
331
332     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
333     self = player;
334     return 1;
335 }
336
337 void raptor_flare_touch()
338 {
339     remove(self);
340 }
341
342 void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
343 {
344     self.health -= damage;
345     if(self.health <= 0)
346         remove(self);
347 }
348
349 void raptor_flare_think()
350 {
351     self.nextthink = time + 0.1;
352     entity _missile = findchainentity(enemy, self.owner);
353     while(_missile)
354     {
355         if(_missile.flags & FL_PROJECTILE)
356         if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
357         if(random() > autocvar_g_vehicle_raptor_flare_chase)
358             _missile.enemy = self;
359         _missile = _missile.chain;
360     }
361     
362     if(self.tur_impacttime < time)
363         remove(self);
364 }
365
366 float raptor_frame()
367 {
368     entity player, raptor;
369     float ftmp = 0;
370     vector df;
371     
372         if(intermission_running)
373                 return 1;
374
375     player = self;
376     raptor = self.vehicle;
377     self   = raptor;
378     vehicles_painframe();
379     /*
380     ftmp = vlen(self.velocity);
381     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
382         ftmp = 1;
383     else  
384         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
385     */
386         
387     if(self.sound_nexttime < time)
388     {        
389         self.sound_nexttime = time + 7.955812; 
390         //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
391         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
392         self.wait = ftmp;
393     }        
394     /*
395     else if(fabs(ftmp - self.wait) > 0.2)
396     {
397         sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp,   ATTN_NORM );
398         sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);        
399         self.wait = ftmp;
400     }
401     */
402     
403     if(raptor.deadflag != DEAD_NO)
404     {
405         self = player;
406         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
407         return 1;
408     }
409     crosshair_trace(player);
410
411     vector vang;
412     vang = raptor.angles;
413     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
414     vang_x *= -1;
415     df_x *= -1;
416     if(df_x > 180)  df_x -= 360;
417     if(df_x < -180) df_x += 360;
418     if(df_y > 180)  df_y -= 360;
419     if(df_y < -180) df_y += 360;
420
421     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
422     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
423     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
424
425     // Pitch
426     ftmp = 0;
427     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
428     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
429
430     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
431     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
432     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
433
434     raptor.angles_x = anglemods(raptor.angles_x);
435     raptor.angles_y = anglemods(raptor.angles_y);
436     raptor.angles_z = anglemods(raptor.angles_z);
437
438     if(autocvar_g_vehicle_raptor_movestyle == 1)
439         makevectors('0 1 0' * raptor.angles_y);
440     else
441         makevectors(player.v_angle);
442
443     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
444
445     if(player.movement_x != 0)
446     {
447         if(player.movement_x > 0)
448             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
449         else if(player.movement_x < 0)
450             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
451     }
452
453     if(player.movement_y != 0)
454     {
455         if(player.movement_y < 0)
456             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
457         else if(player.movement_y > 0)
458             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
459
460         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
461     }
462     else
463     {
464         raptor.angles_z *= 0.95;
465         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
466             raptor.angles_z = 0;
467     }
468
469     if(player.BUTTON_CROUCH)
470         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
471     else if (player.BUTTON_JUMP)
472         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
473
474     raptor.velocity  += df * frametime;
475     player.velocity = player.movement  = raptor.velocity;
476     setorigin(player, raptor.origin + '0 0 32');
477
478     vector vf, ad;
479     // Target lock & predict
480     if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
481     {
482         if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
483             raptor.gun1.enemy = world;
484     
485         if(trace_ent)
486         if(trace_ent.movetype)
487         if(trace_ent.takedamage)
488         if(!trace_ent.deadflag)
489         {
490             if(teamplay)
491             {
492                 if(trace_ent.team != player.team)
493                 {
494                     raptor.gun1.enemy = trace_ent;
495                     raptor.gun1.lock_time = time + 5;
496                 }
497             }
498             else
499             {            
500                 raptor.gun1.enemy = trace_ent;
501                 raptor.gun1.lock_time = time + 0.5;
502             }
503         }
504             
505         if(raptor.gun1.enemy)
506         {
507             float i, distance, impact_time;
508
509             vf = real_origin(raptor.gun1.enemy);
510             UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
511             vector _vel = raptor.gun1.enemy.velocity;
512             if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
513                 _vel_z *= 0.1;
514             
515             if(autocvar_g_vehicle_raptor_cannon_predicttarget)
516             {
517                 ad = vf;
518                 for(i = 0; i < 4; ++i)
519                 {
520                     distance = vlen(ad - player.origin);
521                     impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
522                     ad = vf + _vel * impact_time;
523                 }
524                 trace_endpos = ad;                        
525             }
526             else
527                 trace_endpos = vf;                        
528         }
529     }
530     else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
531     {
532
533         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
534                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
535                              autocvar_g_vehicle_raptor_cannon_locked_time);
536
537         if(self.lock_target != world)
538         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
539         if(self.lock_strength == 1)
540         {
541             float i, distance, impact_time;
542
543             vf = real_origin(raptor.lock_target);
544             ad = vf;
545             for(i = 0; i < 4; ++i)
546             {
547                 distance = vlen(ad - raptor.origin);
548                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
549                 ad = vf + raptor.lock_target.velocity * impact_time;
550             }
551             trace_endpos = ad;
552         }
553
554         if(self.lock_target)
555         {
556             if(raptor.lock_strength == 1)
557                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
558             else if(self.lock_strength > 0.5)
559                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
560             else if(self.lock_strength < 0.5)
561                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
562         }
563     }
564
565
566     vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1", 
567                           autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up, 
568                           autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
569
570     vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1", 
571                           autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up, 
572                           autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
573
574     /*
575     ad = ad * 0.5;
576     v_forward = vf * 0.5;
577     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
578     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
579     */
580     
581     if(player.BUTTON_ATCK)
582     if(raptor.attack_finished_single <= time)
583     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
584     {
585         raptor.misc_bulletcounter += 1;
586         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
587         if(raptor.misc_bulletcounter <= 2)
588             raptor_fire_cannon(self.gun1, "fire1");
589         else if(raptor.misc_bulletcounter == 3)
590             raptor_fire_cannon(self.gun2, "fire1");
591         else
592         {
593             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
594             raptor_fire_cannon(self.gun2, "fire1");
595             raptor.misc_bulletcounter = 0;
596         }
597         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
598         self.cnt = time;
599     }
600
601     if(self.vehicle_flags  & VHF_SHIELDREGEN)
602         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
603
604     if(self.vehicle_flags  & VHF_HEALTHREGEN)
605         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
606
607     if(self.vehicle_flags  & VHF_ENERGYREGEN)
608         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
609
610     if(raptor.vehicle_weapon2mode == RSM_BOMB)
611     {
612         if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
613         if(player.BUTTON_ATCK2)
614         {
615             raptor_bombdrop();
616             raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
617             raptor.lip   = time;
618         }        
619     }
620     else
621     {
622         if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
623         if(player.BUTTON_ATCK2)
624         {
625             float i;
626             entity _flare;
627             
628             for(i = 0; i < 3; ++i)
629             {
630             _flare = spawn();
631             setmodel(_flare, "models/runematch/rune.mdl"); 
632             _flare.effects = EF_LOWPRECISION | EF_FLAME;
633             _flare.scale = 0.5;
634             setorigin(_flare, self.origin - '0 0 16');
635             _flare.movetype = MOVETYPE_TOSS;
636             _flare.gravity = 0.15;
637             _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
638             _flare.think = raptor_flare_think;
639             _flare.nextthink = time;
640             _flare.owner = raptor;
641             _flare.solid = SOLID_CORPSE;
642             _flare.takedamage = DAMAGE_YES;
643             _flare.event_damage = raptor_flare_damage;
644             _flare.health = 20;
645             _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
646             _flare.touch = raptor_flare_touch;
647             }
648             raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
649             raptor.lip   = time;
650         }
651     }
652     
653     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
654     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
655
656     if(self.bomb1.cnt < time)
657     {
658         entity _missile = findchainentity(enemy, raptor);
659         float _incomming = 0;
660         while(_missile)
661         {
662             if(_missile.flags & FL_PROJECTILE)
663             if(MISSILE_IS_TRACKING(_missile))
664             if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
665                 ++_incomming;
666
667             _missile = _missile.chain;
668         }
669         
670         if(_incomming)
671             sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTN_NONE);
672         
673         self.bomb1.cnt = time + 1;
674     }
675     
676
677     VEHICLE_UPDATE_PLAYER(player, health, raptor);
678     VEHICLE_UPDATE_PLAYER(player, energy, raptor);
679     if(self.vehicle_flags & VHF_HASSHIELD)
680         VEHICLE_UPDATE_PLAYER(player, shield, raptor);
681
682     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
683     
684     self = player;
685     return 1;
686 }
687
688 void raptor_blowup()
689 {
690     self.deadflag    = DEAD_DEAD;
691     self.vehicle_exit(VHEF_NORMAL);
692     RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
693
694     self.alpha          = -1;
695     self.movetype       = MOVETYPE_NONE;
696     self.effects        = EF_NODRAW;
697     self.colormod       = '0 0 0';
698     self.avelocity      = '0 0 0';
699     self.velocity       = '0 0 0';
700
701     setorigin(self, self.pos1);
702     self.touch = SUB_Null;
703     self.nextthink = 0;
704 }
705
706 void raptor_diethink()
707 {
708     if(random() < 0.1)
709     {
710         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
711         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
712     }
713     self.nextthink = time + 0.1;
714 }
715
716 void raptor_die()
717 {
718     self.health       = 0;
719     self.event_damage = SUB_Null;
720     self.solid        = SOLID_CORPSE;
721     self.takedamage   = DAMAGE_NO;
722     self.deadflag     = DEAD_DYING;
723     self.movetype     = MOVETYPE_BOUNCE;
724     self.think        = raptor_diethink;
725     self.nextthink    = time;
726     
727     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
728
729     self.velocity_z += 600;
730
731     self.avelocity = '0 0.5 1' * (random() * 400);
732     self.avelocity -= '0 0.5 1' * (random() * 400);
733
734     self.colormod = '-0.5 -0.5 -0.5';
735         self.touch     = raptor_blowup;
736 }
737
738 void raptor_impact()
739 {
740     if(autocvar_g_vehicle_raptor_bouncepain_x)
741         vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
742 }
743
744 // If we dont do this ever now and then, the raptors rotors
745 // stop working, presumably due to angle overflow. cute.
746 void raptor_rotor_anglefix()
747 {
748     self.gun1.angles_y = anglemods(self.gun1.angles_y);
749     self.gun2.angles_y = anglemods(self.gun2.angles_y);
750     self.nextthink = time + 15;
751 }
752
753 float raptor_impulse(float _imp)
754 {
755     switch(_imp)
756     {
757         case 10:
758         case 15:        
759         case 18:
760             self.vehicle.vehicle_weapon2mode += 1;
761             if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
762                 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
763             
764             CSQCVehicleSetup(self, 0);
765             return TRUE;
766         case 12:
767         case 16:
768         case 19:
769             self.vehicle.vehicle_weapon2mode -= 1;
770             if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
771                 self.vehicle.vehicle_weapon2mode = RSM_LAST;
772             
773             CSQCVehicleSetup(self, 0);
774             return TRUE;
775
776         /*                      
777         case 17: // toss gun, could be used to exit?
778             break;
779         case 20: // Manual minigun reload?
780             break;
781         */
782     }    
783     return FALSE;
784 }
785
786 void raptor_spawn(float _f)
787 {
788     if(!self.gun1)
789     {
790         entity spinner;
791         vector ofs;
792
793         //FIXME: Camera is in a bad place in HUD model.
794         //setorigin(self.vehicle_viewport, '25 0 5');
795         
796         self.vehicles_impusle   = raptor_impulse;
797         
798         self.frame = 0;
799
800         self.bomb1 = spawn();
801         self.bomb2 = spawn();
802         self.gun1  = spawn();
803         self.gun2  = spawn();
804
805         setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
806         setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
807         setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
808         setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
809         setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
810
811         setattachment(self.bomb1, self, "bombmount_left");
812         setattachment(self.bomb2, self, "bombmount_right");
813         setattachment(self.tur_head, self,"root");
814
815         // FIXMODEL Guns mounts to angled bones
816         self.bomb1.angles = self.angles;
817         self.angles = '0 0 0';
818         // This messes up gun-aim, so work arround it.
819         //setattachment(self.gun1, self, "gunmount_left");
820         ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
821         ofs -= self.origin;
822         setattachment(self.gun1, self, "");
823         setorigin(self.gun1, ofs);
824
825         //setattachment(self.gun2, self, "gunmount_right");
826         ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
827         ofs -= self.origin;
828         setattachment(self.gun2, self, "");
829         setorigin(self.gun2, ofs);
830
831         self.angles = self.bomb1.angles;
832         self.bomb1.angles = '0 0 0';
833
834         spinner = spawn();
835         spinner.owner = self;
836         setmodel(spinner,"models/vehicles/spinner.dpm");
837         setattachment(spinner, self, "engine_left");
838         spinner.movetype = MOVETYPE_NOCLIP;
839         spinner.avelocity = '0 90 0';
840         self.bomb1.gun1 = spinner;
841
842         spinner = spawn();
843         spinner.owner = self;
844         setmodel(spinner,"models/vehicles/spinner.dpm");
845         setattachment(spinner, self, "engine_right");
846         spinner.movetype = MOVETYPE_NOCLIP;
847         spinner.avelocity = '0 -90 0';
848         self.bomb1.gun2 = spinner;
849
850         // Sigh.
851         self.bomb1.think = raptor_rotor_anglefix;
852         self.bomb1.nextthink = time;
853
854         self.mass               = 1 ;
855     }
856
857
858     self.frame          = 0;
859     self.vehicle_health = autocvar_g_vehicle_raptor_health;
860     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
861     self.movetype       = MOVETYPE_TOSS;
862     self.solid          = SOLID_SLIDEBOX;
863     self.vehicle_energy = 1;
864
865     self.bomb1.gun1.avelocity_y = 90;
866     self.bomb1.gun2.avelocity_y = -90;
867
868     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
869     self.delay = time;
870         
871     self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
872     self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;    
873     self.vehicle_impact = raptor_impact;    
874 }
875
876 void spawnfunc_vehicle_raptor()
877 {
878     if(!autocvar_g_vehicle_raptor)
879     {
880         remove(self);
881         return;
882     }        
883     
884     self.vehicle_flags |= VHF_DMGSHAKE;
885     self.vehicle_flags |= VHF_DMGROLL;
886    
887     if(autocvar_g_vehicle_raptor_shield)
888         self.vehicle_flags |= VHF_HASSHIELD;
889
890     if(autocvar_g_vehicle_raptor_shield_regen)
891         self.vehicle_flags |= VHF_SHIELDREGEN;
892
893     if(autocvar_g_vehicle_raptor_health_regen)
894         self.vehicle_flags |= VHF_HEALTHREGEN;
895
896     if(autocvar_g_vehicle_raptor_energy_regen)
897         self.vehicle_flags |= VHF_ENERGYREGEN;
898
899     precache_model ("models/vehicles/raptor.dpm");
900     precache_model ("models/vehicles/raptor_gun.dpm");
901     precache_model ("models/vehicles/spinner.dpm");
902     precache_model ("models/vehicles/raptor_cockpit.dpm");
903     //precache_model ("models/vehicles/clusterbomb.md3");
904     precache_model ("models/vehicles/clusterbomb_folded.md3");
905     precache_model ("models/vehicles/raptor_body.dpm");
906     
907     precache_sound ("vehicles/raptor_fly.wav");
908     precache_sound ("vehicles/raptor_speed.wav");
909     precache_sound ("vehicles/missile_alarm.wav");
910     
911     if not (vehicle_initialize(
912              "Raptor",
913              "models/vehicles/raptor.dpm",
914              "",
915              "models/vehicles/raptor_cockpit.dpm",
916              "", "tag_hud", "tag_camera",
917              HUD_RAPTOR,
918              RAPTOR_MIN, RAPTOR_MAX,
919              FALSE,
920              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
921              raptor_frame,
922              raptor_enter, raptor_exit,
923              raptor_die,   raptor_think,
924              FALSE, 
925              autocvar_g_vehicle_raptor_health))
926     {
927         remove(self);
928         return;
929     }
930     
931     
932 }
933 #endif // SVQC