2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
5 float autocvar_g_vehicle_raptor_respawntime;
7 float autocvar_g_vehicle_raptor_movestyle;
8 float autocvar_g_vehicle_raptor_turnspeed;
9 float autocvar_g_vehicle_raptor_pitchspeed;
10 float autocvar_g_vehicle_raptor_pitchlimit;
12 float autocvar_g_vehicle_raptor_speed_forward;
13 float autocvar_g_vehicle_raptor_speed_strafe;
14 float autocvar_g_vehicle_raptor_speed_up;
15 float autocvar_g_vehicle_raptor_speed_down;
16 float autocvar_g_vehicle_raptor_friction;
18 float autocvar_g_vehicle_raptor_bomblets;
19 float autocvar_g_vehicle_raptor_bomblet_alt;
20 float autocvar_g_vehicle_raptor_bomblet_time;
21 float autocvar_g_vehicle_raptor_bomblet_damage;
22 float autocvar_g_vehicle_raptor_bomblet_spread;
23 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
24 float autocvar_g_vehicle_raptor_bomblet_radius;
25 float autocvar_g_vehicle_raptor_bomblet_force;
26 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
27 float autocvar_g_vehicle_raptor_bombs_refire;
29 float autocvar_g_vehicle_raptor_cannon_turnspeed;
30 float autocvar_g_vehicle_raptor_cannon_turnlimit;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
32 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
34 float autocvar_g_vehicle_raptor_cannon_locktarget;
35 float autocvar_g_vehicle_raptor_cannon_locking_time;
36 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
37 float autocvar_g_vehicle_raptor_cannon_locked_time;
38 float autocvar_g_vehicle_raptor_cannon_predicttarget;
40 float autocvar_g_vehicle_raptor_cannon_cost;
41 float autocvar_g_vehicle_raptor_cannon_damage;
42 float autocvar_g_vehicle_raptor_cannon_radius;
43 float autocvar_g_vehicle_raptor_cannon_refire;
44 float autocvar_g_vehicle_raptor_cannon_speed;
45 float autocvar_g_vehicle_raptor_cannon_spread;
46 float autocvar_g_vehicle_raptor_cannon_force;
48 float autocvar_g_vehicle_raptor_energy;
49 float autocvar_g_vehicle_raptor_energy_regen;
50 float autocvar_g_vehicle_raptor_energy_regen_pause;
52 float autocvar_g_vehicle_raptor_health;
53 float autocvar_g_vehicle_raptor_health_regen;
54 float autocvar_g_vehicle_raptor_health_regen_pause;
56 float autocvar_g_vehicle_raptor_shield;
57 float autocvar_g_vehicle_raptor_shield_regen;
58 float autocvar_g_vehicle_raptor_shield_regen_pause;
62 float raptor_takeoff();
67 float raptor_altitude(float amax)
69 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70 return vlen(self.origin - trace_endpos);
74 void raptor_bomblet_boom()
76 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
77 autocvar_g_vehicle_raptor_bomblet_edgedamage,
78 autocvar_g_vehicle_raptor_bomblet_radius, world,
79 autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
83 void raptor_bomblet_touch()
85 if(other == self.owner)
89 self.think = raptor_bomblet_boom;
90 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
93 void raptor_bomb_burst()
96 if(autocvar_g_vehicle_raptor_bomblet_alt)
98 self.nextthink = time;
99 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
100 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
102 UpdateCSQCProjectile(self);
110 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
112 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
115 setorigin(bomblet, self.origin);
117 bomblet.movetype = MOVETYPE_TOSS;
118 bomblet.touch = raptor_bomblet_touch;
119 bomblet.think = raptor_bomblet_boom;
120 bomblet.nextthink = time + 5;
121 bomblet.owner = self.owner;
122 bomblet.realowner = self.realowner;
123 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
125 PROJECTILE_MAKETRIGGER(bomblet);
126 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
132 void raptor_bombdrop()
134 entity bomb_1, bomb_2;
139 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
140 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
142 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
143 bomb_1.velocity = bomb_2.velocity = self.velocity;
144 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
145 bomb_1.think = bomb_2.think = raptor_bomb_burst;
146 bomb_1.cnt = bomb_2.cnt = time + 10;
148 if(autocvar_g_vehicle_raptor_bomblet_alt)
149 bomb_1.nextthink = bomb_2.nextthink = time;
151 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
153 bomb_1.owner = bomb_2.owner = self;
154 bomb_1.realowner = bomb_2.realowner = self.owner;
155 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
156 bomb_1.gravity = bomb_2.gravity = 1;
158 PROJECTILE_MAKETRIGGER(bomb_1);
159 PROJECTILE_MAKETRIGGER(bomb_2);
161 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
162 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
166 void raptor_fire_cannon(entity gun, string tagname)
168 vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
169 gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
170 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
171 DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
180 self.owner.PlayerPhysplug = raptor_takeoff;
181 self.movetype = MOVETYPE_BOUNCEMISSILE;
182 self.solid = SOLID_SLIDEBOX;
183 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
184 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
185 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
186 self.tur_head.exteriormodeltoclient = self.owner;
188 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
191 if(self.owner.flagcarried)
192 setorigin(self.owner.flagcarried, '-20 0 96');
201 hgt = raptor_altitude(512);
202 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
203 self.angles_x *= 0.95;
204 self.angles_z *= 0.95;
208 self.frame = max(self.frame - 0.25, 0);
210 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
211 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
215 self.movetype = MOVETYPE_TOSS;
216 self.think = raptor_think;
219 self.nextthink = time;
222 void raptor_exit(float eject)
225 self.tur_head.exteriormodeltoclient = world;
227 if(self.deadflag == DEAD_NO)
229 self.think = raptor_land;
230 self.nextthink = time;
236 makevectors(self.angles);
239 spot = self.origin + v_forward * 100 + '0 0 64';
240 spot = vehicles_findgoodexit(spot);
241 setorigin(self.owner , spot);
242 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
246 spot = self.origin - v_forward * 200 + '0 0 64';
247 spot = vehicles_findgoodexit(spot);
248 setorigin(self.owner , spot);
254 float raptor_takeoff()
256 entity player, raptor;
259 raptor = self.vehicle;
261 if(self.sound_nexttime < time)
263 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
264 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
268 if(raptor.frame < 25)
270 raptor.frame += 0.25;
271 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
272 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
273 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
274 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
276 setorigin(player, raptor.origin + '0 0 32');
279 player.PlayerPhysplug = raptor_frame;
281 if(self.vehicle_flags & VHF_SHIELDREGEN)
282 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);
284 if(self.vehicle_flags & VHF_HEALTHREGEN)
285 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);
287 if(self.vehicle_flags & VHF_ENERGYREGEN)
288 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
291 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
292 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
294 VEHICLE_UPDATE_PLAYER(health, raptor);
295 VEHICLE_UPDATE_PLAYER(energy, raptor);
296 if(self.vehicle_flags & VHF_HASSHIELD)
297 VEHICLE_UPDATE_PLAYER(shield, raptor);
299 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
306 entity player, raptor;
310 if(intermission_running)
314 raptor = self.vehicle;
316 vehicles_painframe();
318 ftmp = vlen(self.velocity);
319 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
322 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
325 if(self.sound_nexttime < time)
327 self.sound_nexttime = time + 7.955812;
328 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
329 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
333 else if(fabs(ftmp - self.wait) > 0.2)
335 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
336 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
341 if(raptor.deadflag != DEAD_NO)
344 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
347 crosshair_trace(player);
350 vang = raptor.angles;
351 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
354 if(df_x > 180) df_x -= 360;
355 if(df_x < -180) df_x += 360;
356 if(df_y > 180) df_y -= 360;
357 if(df_y < -180) df_y += 360;
359 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
360 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
361 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
365 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
366 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
368 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
369 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
370 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
372 raptor.angles_x = anglemods(raptor.angles_x);
373 raptor.angles_y = anglemods(raptor.angles_y);
374 raptor.angles_z = anglemods(raptor.angles_z);
376 if(autocvar_g_vehicle_raptor_movestyle == 1)
377 makevectors('0 1 0' * raptor.angles_y);
379 makevectors(player.v_angle);
381 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
383 if(player.movement_x != 0)
385 if(player.movement_x > 0)
386 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
387 else if(player.movement_x < 0)
388 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
391 if(player.movement_y != 0)
393 if(player.movement_y < 0)
394 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
395 else if(player.movement_y > 0)
396 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
398 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
402 raptor.angles_z *= 0.95;
403 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
407 if(player.BUTTON_CROUCH)
408 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
409 else if (player.BUTTON_JUMP)
410 df += v_up * autocvar_g_vehicle_raptor_speed_up;
412 raptor.velocity += df * frametime;
413 player.velocity = player.movement = raptor.velocity;
414 setorigin(player, raptor.origin + '0 0 32');
417 // Target lock & predict
418 if(autocvar_g_vehicle_raptor_cannon_locktarget)
421 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
422 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
423 autocvar_g_vehicle_raptor_cannon_locked_time);
425 if(self.lock_target != world)
426 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
427 if(self.lock_strength == 1)
429 float i, distance, impact_time;
431 vf = real_origin(raptor.lock_target);
433 for(i = 0; i < 4; ++i)
435 distance = vlen(ad - raptor.origin);
436 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
437 ad = vf + raptor.lock_target.velocity * impact_time;
444 if(raptor.lock_strength == 1)
445 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
446 else if(self.lock_strength > 0.5)
447 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
448 else if(self.lock_strength < 0.5)
449 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
454 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
458 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
461 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
462 df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
463 df = shortangle_vxy(df, raptor.gun1.angles);
466 df_x = bound(ftmp, df_x, ftmp2);
467 df_y = bound(ftmp, df_y, ftmp2);
469 raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
470 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
473 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
476 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
477 df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
478 df = shortangle_vxy(df, raptor.gun2.angles);
481 df_x = bound(ftmp, df_x, ftmp2);
482 df_y = bound(ftmp, df_y, ftmp2);
484 raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
485 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
489 v_forward = vf * 0.5;
490 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
491 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
494 if(player.BUTTON_ATCK)
495 if(raptor.attack_finished_single <= time)
496 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
498 raptor.misc_bulletcounter += 1;
499 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
500 if(raptor.misc_bulletcounter <= 2)
501 raptor_fire_cannon(self.gun1, "fire1");
502 else if(raptor.misc_bulletcounter == 3)
503 raptor_fire_cannon(self.gun2, "fire1");
506 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
507 raptor_fire_cannon(self.gun2, "fire1");
508 raptor.misc_bulletcounter = 0;
510 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
514 if(self.vehicle_flags & VHF_SHIELDREGEN)
515 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);
517 if(self.vehicle_flags & VHF_HEALTHREGEN)
518 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);
520 if(self.vehicle_flags & VHF_ENERGYREGEN)
521 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
524 if(time > raptor.delay)
525 if(player.BUTTON_ATCK2)
528 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
532 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
533 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
535 VEHICLE_UPDATE_PLAYER(health, raptor);
536 VEHICLE_UPDATE_PLAYER(energy, raptor);
537 if(self.vehicle_flags & VHF_HASSHIELD)
538 VEHICLE_UPDATE_PLAYER(shield, raptor);
540 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
546 self.deadflag = DEAD_DEAD;
547 self.vehicle_exit(VHEF_NORMAL);
548 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
551 self.movetype = MOVETYPE_NONE;
552 self.effects = EF_NODRAW;
553 self.colormod = '0 0 0';
554 self.avelocity = '0 0 0';
555 self.velocity = '0 0 0';
557 setorigin(self, self.pos1);
558 self.touch = SUB_Null;
562 void raptor_diethink()
566 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
567 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
569 self.nextthink = time + 0.1;
575 self.event_damage = SUB_Null;
576 self.solid = SOLID_CORPSE;
577 self.takedamage = DAMAGE_NO;
578 self.deadflag = DEAD_DYING;
579 self.movetype = MOVETYPE_BOUNCE;
580 self.think = raptor_diethink;
581 self.nextthink = time;
583 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
585 self.velocity_z += 600;
587 self.avelocity = '0 0.5 1' * (random() * 400);
588 self.avelocity -= '0 0.5 1' * (random() * 400);
590 self.colormod = '-0.5 -0.5 -0.5';
591 self.touch = raptor_blowup;
597 self.vehicle_health = autocvar_g_vehicle_raptor_health;
598 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
599 self.movetype = MOVETYPE_TOSS;
600 self.solid = SOLID_SLIDEBOX;
601 self.vehicle_energy = 1;
603 self.bomb1.gun1.avelocity_y = 90;
604 self.bomb1.gun2.avelocity_y = -90;
606 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
610 // If we dont do this ever now and then, the raptors rotors
611 // stop working, presumably due to angle overflow. cute.
612 void raptor_rotor_anglefix()
614 self.gun1.angles_y = anglemods(self.gun1.angles_y);
615 self.gun2.angles_y = anglemods(self.gun2.angles_y);
616 self.nextthink = time + 15;
624 if not (vehicle_initialize(
626 "models/vehicles/raptor.dpm",
628 "models/vehicles/raptor_cockpit.dpm",
629 "", "tag_hud", "tag_camera",
631 RAPTOR_MIN, RAPTOR_MAX,
633 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
635 raptor_enter, raptor_exit,
636 raptor_die, raptor_think,
643 //FIXME: Camera is in a bad place in HUD model.
644 //setorigin(self.vehicle_viewport, '25 0 5');
648 self.bomb1 = spawn();
649 self.bomb2 = spawn();
653 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
654 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
655 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
656 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
657 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
659 setattachment(self.bomb1, self,"bombmount_left");
660 setattachment(self.bomb2, self,"bombmount_right");
661 setattachment(self.tur_head, self,"root");
664 // FIXME Guns mounts to angled bones
665 self.bomb1.angles = self.angles;
666 self.angles = '0 0 0';
667 // This messes up gun-aim, so work arround it.
668 //setattachment(self.gun1, self, "gunmount_left");
669 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
671 setattachment(self.gun1, self, "");
672 setorigin(self.gun1, ofs);
674 //setattachment(self.gun2, self, "gunmount_right");
675 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
677 setattachment(self.gun2, self, "");
678 setorigin(self.gun2, ofs);
680 self.angles = self.bomb1.angles;
681 self.bomb1.angles = '0 0 0';
684 spinner.owner = self;
685 setmodel(spinner,"models/vehicles/spinner.dpm");
686 setattachment(spinner, self, "engine_left");
687 spinner.movetype = MOVETYPE_NOCLIP;
688 spinner.avelocity = '0 90 0';
689 self.bomb1.gun1 = spinner;
692 spinner.owner = self;
693 setmodel(spinner,"models/vehicles/spinner.dpm");
694 setattachment(spinner, self, "engine_right");
695 spinner.movetype = MOVETYPE_NOCLIP;
696 spinner.avelocity = '0 -90 0';
697 self.bomb1.gun2 = spinner;
700 self.bomb1.think = raptor_rotor_anglefix;
701 self.bomb1.nextthink = time;
706 void spawnfunc_vehicle_raptor()
708 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
710 self.vehicle_flags |= VHF_DMGSHAKE;
711 self.vehicle_flags |= VHF_DMGROLL;
713 if(autocvar_g_vehicle_raptor_shield)
714 self.vehicle_flags |= VHF_HASSHIELD;
716 if(autocvar_g_vehicle_raptor_shield_regen)
717 self.vehicle_flags |= VHF_SHIELDREGEN;
719 if(autocvar_g_vehicle_raptor_health_regen)
720 self.vehicle_flags |= VHF_HEALTHREGEN;
722 if(autocvar_g_vehicle_raptor_energy_regen)
723 self.vehicle_flags |= VHF_ENERGYREGEN;
725 precache_model ("models/vehicles/raptor.dpm");
726 precache_model ("models/vehicles/raptor_gun.dpm");
727 precache_model ("models/vehicles/spinner.dpm");
728 precache_model ("models/vehicles/raptor_cockpit.dpm");
729 //precache_model ("models/vehicles/clusterbomb.md3");
730 precache_model ("models/vehicles/clusterbomb_folded.md3");
731 precache_model ("models/vehicles/raptor_body.dpm");
733 precache_sound ("vehicles/raptor_fly.wav");
734 precache_sound ("vehicles/raptor_speed.wav");
736 self.think = raptor_dinit;
739 self.nextthink = time + 0.5;
741 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);