6 #define RAPTOR_MIN '-80 -80 0'
7 #define RAPTOR_MAX '80 80 70'
10 float autocvar_g_vehicle_raptor;
12 float autocvar_g_vehicle_raptor_respawntime;
13 float autocvar_g_vehicle_raptor_takeofftime;
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;
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;
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;
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;
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;
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;
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;
61 float autocvar_g_vehicle_raptor_energy;
62 float autocvar_g_vehicle_raptor_energy_regen;
63 float autocvar_g_vehicle_raptor_energy_regen_pause;
65 float autocvar_g_vehicle_raptor_health;
66 float autocvar_g_vehicle_raptor_health_regen;
67 float autocvar_g_vehicle_raptor_health_regen_pause;
69 float autocvar_g_vehicle_raptor_shield;
70 float autocvar_g_vehicle_raptor_shield_regen;
71 float autocvar_g_vehicle_raptor_shield_regen_pause;
73 float autocvar_g_vehicle_raptor_bouncefactor;
74 float autocvar_g_vehicle_raptor_bouncestop;
75 vector autocvar_g_vehicle_raptor_bouncepain;
77 void raptor_spawn(float);
79 float raptor_takeoff();
84 float raptor_altitude(float amax)
86 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
87 return vlen(self.origin - trace_endpos);
91 void raptor_bomblet_boom()
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);
100 void raptor_bomblet_touch()
102 if(other == self.owner)
106 self.think = raptor_bomblet_boom;
107 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
110 void raptor_bomb_burst()
113 if(autocvar_g_vehicle_raptor_bomblet_alt)
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))
119 UpdateCSQCProjectile(self);
127 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
129 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
132 setorigin(bomblet, self.origin);
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);
142 PROJECTILE_MAKETRIGGER(bomblet);
143 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
149 void raptor_bombdrop()
151 entity bomb_1, bomb_2;
156 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
157 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
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;
165 if(autocvar_g_vehicle_raptor_bomblet_alt)
166 bomb_1.nextthink = bomb_2.nextthink = time;
168 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
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;
175 PROJECTILE_MAKETRIGGER(bomb_1);
176 PROJECTILE_MAKETRIGGER(bomb_2);
178 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
183 void raptor_fire_cannon(entity gun, string tagname)
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);
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;
205 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
208 if(self.owner.flagcarried)
209 setorigin(self.owner.flagcarried, '-20 0 96');
211 CSQCVehicleSetup(self.owner, 0);
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;
225 self.frame = (hgt / 128) * 25;
227 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
228 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
232 self.movetype = MOVETYPE_TOSS;
233 self.think = raptor_think;
237 self.nextthink = time;
240 void raptor_exit(float eject)
243 self.tur_head.exteriormodeltoclient = world;
245 if(self.deadflag == DEAD_NO)
247 self.think = raptor_land;
248 self.nextthink = time;
254 makevectors(self.angles);
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;
265 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
266 self.owner.oldvelocity = self.owner.velocity;
267 spot = self.origin - v_forward * 200 + '0 0 64';
268 spot = vehicles_findgoodexit(spot);
269 setorigin(self.owner , spot);
271 antilag_clear(self.owner);
275 float raptor_takeoff()
277 entity player, raptor;
280 raptor = self.vehicle;
282 if(self.sound_nexttime < time)
284 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
285 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
289 if(raptor.frame < 25)
291 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
292 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
293 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
294 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
295 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
297 setorigin(player, raptor.origin + '0 0 32');
300 player.PlayerPhysplug = raptor_frame;
302 if(self.vehicle_flags & VHF_SHIELDREGEN)
303 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);
305 if(self.vehicle_flags & VHF_HEALTHREGEN)
306 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);
308 if(self.vehicle_flags & VHF_ENERGYREGEN)
309 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);
312 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
313 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
315 VEHICLE_UPDATE_PLAYER(player, health, raptor);
316 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
317 if(self.vehicle_flags & VHF_HASSHIELD)
318 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
320 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
325 void raptor_flare_touch()
330 void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
332 self.health -= damage;
337 void raptor_flare_think()
339 self.nextthink = time + 0.1;
340 entity _missile = findchainentity(enemy, self.owner);
343 if(_missile.flags & FL_PROJECTILE)
344 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
345 if(random() > autocvar_g_vehicle_raptor_flare_chase)
346 _missile.enemy = self;
347 _missile = _missile.chain;
350 if(self.tur_impacttime < time)
356 entity player, raptor;
360 if(intermission_running)
364 raptor = self.vehicle;
366 vehicles_painframe();
368 ftmp = vlen(self.velocity);
369 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
372 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
375 if(self.sound_nexttime < time)
377 self.sound_nexttime = time + 7.955812;
378 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
379 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
383 else if(fabs(ftmp - self.wait) > 0.2)
385 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
386 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
391 if(raptor.deadflag != DEAD_NO)
394 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
397 crosshair_trace(player);
400 vang = raptor.angles;
401 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
404 if(df_x > 180) df_x -= 360;
405 if(df_x < -180) df_x += 360;
406 if(df_y > 180) df_y -= 360;
407 if(df_y < -180) df_y += 360;
409 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
410 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
411 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
415 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
416 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
418 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
419 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
420 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
422 raptor.angles_x = anglemods(raptor.angles_x);
423 raptor.angles_y = anglemods(raptor.angles_y);
424 raptor.angles_z = anglemods(raptor.angles_z);
426 if(autocvar_g_vehicle_raptor_movestyle == 1)
427 makevectors('0 1 0' * raptor.angles_y);
429 makevectors(player.v_angle);
431 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
433 if(player.movement_x != 0)
435 if(player.movement_x > 0)
436 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
437 else if(player.movement_x < 0)
438 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
441 if(player.movement_y != 0)
443 if(player.movement_y < 0)
444 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
445 else if(player.movement_y > 0)
446 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
448 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
452 raptor.angles_z *= 0.95;
453 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
457 if(player.BUTTON_CROUCH)
458 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
459 else if (player.BUTTON_JUMP)
460 df += v_up * autocvar_g_vehicle_raptor_speed_up;
462 raptor.velocity += df * frametime;
463 player.velocity = player.movement = raptor.velocity;
464 setorigin(player, raptor.origin + '0 0 32');
467 // Target lock & predict
468 if(autocvar_g_vehicle_raptor_cannon_locktarget)
471 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
472 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
473 autocvar_g_vehicle_raptor_cannon_locked_time);
475 if(self.lock_target != world)
476 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
477 if(self.lock_strength == 1)
479 float i, distance, impact_time;
481 vf = real_origin(raptor.lock_target);
483 for(i = 0; i < 4; ++i)
485 distance = vlen(ad - raptor.origin);
486 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
487 ad = vf + raptor.lock_target.velocity * impact_time;
494 if(raptor.lock_strength == 1)
495 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
496 else if(self.lock_strength > 0.5)
497 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
498 else if(self.lock_strength < 0.5)
499 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
504 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
505 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
506 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
508 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
509 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
510 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
514 v_forward = vf * 0.5;
515 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
516 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
519 if(player.BUTTON_ATCK)
520 if(raptor.attack_finished_single <= time)
521 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
523 raptor.misc_bulletcounter += 1;
524 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
525 if(raptor.misc_bulletcounter <= 2)
526 raptor_fire_cannon(self.gun1, "fire1");
527 else if(raptor.misc_bulletcounter == 3)
528 raptor_fire_cannon(self.gun2, "fire1");
531 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
532 raptor_fire_cannon(self.gun2, "fire1");
533 raptor.misc_bulletcounter = 0;
535 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
539 if(self.vehicle_flags & VHF_SHIELDREGEN)
540 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);
542 if(self.vehicle_flags & VHF_HEALTHREGEN)
543 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);
545 if(self.vehicle_flags & VHF_ENERGYREGEN)
546 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);
548 if(raptor.vehicle_weapon2mode == RSM_BOMB)
550 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
551 if(player.BUTTON_ATCK2)
554 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
560 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
561 if(player.BUTTON_ATCK2)
566 for(i = 0; i < 3; ++i)
569 setmodel(_flare, "models/runematch/rune.mdl");
570 _flare.effects = EF_LOWPRECISION | EF_FLAME;
572 setorigin(_flare, self.origin - '0 0 16');
573 _flare.movetype = MOVETYPE_TOSS;
574 _flare.gravity = 0.15;
575 _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
576 _flare.think = raptor_flare_think;
577 _flare.nextthink = time;
578 _flare.owner = raptor;
579 _flare.solid = SOLID_CORPSE;
580 _flare.takedamage = DAMAGE_YES;
581 _flare.event_damage = raptor_flare_damage;
583 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
584 _flare.touch = raptor_flare_touch;
586 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
591 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
592 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
594 if(self.bomb1.cnt < time)
596 entity _missile = findchainentity(enemy, raptor);
597 float _incomming = 0;
600 if(_missile.flags & FL_PROJECTILE)
601 if(MISSILE_IS_TRACKING(_missile))
602 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
605 _missile = _missile.chain;
609 sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTN_NONE);
611 self.bomb1.cnt = time + 1;
615 VEHICLE_UPDATE_PLAYER(player, health, raptor);
616 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
617 if(self.vehicle_flags & VHF_HASSHIELD)
618 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
620 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
628 self.deadflag = DEAD_DEAD;
629 self.vehicle_exit(VHEF_NORMAL);
630 RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
633 self.movetype = MOVETYPE_NONE;
634 self.effects = EF_NODRAW;
635 self.colormod = '0 0 0';
636 self.avelocity = '0 0 0';
637 self.velocity = '0 0 0';
639 setorigin(self, self.pos1);
640 self.touch = SUB_Null;
644 void raptor_diethink()
648 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
649 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
651 self.nextthink = time + 0.1;
657 self.event_damage = SUB_Null;
658 self.solid = SOLID_CORPSE;
659 self.takedamage = DAMAGE_NO;
660 self.deadflag = DEAD_DYING;
661 self.movetype = MOVETYPE_BOUNCE;
662 self.think = raptor_diethink;
663 self.nextthink = time;
665 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
667 self.velocity_z += 600;
669 self.avelocity = '0 0.5 1' * (random() * 400);
670 self.avelocity -= '0 0.5 1' * (random() * 400);
672 self.colormod = '-0.5 -0.5 -0.5';
673 self.touch = raptor_blowup;
678 if(autocvar_g_vehicle_raptor_bouncepain_x)
679 vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
682 void raptor_spawn(float _f)
685 self.vehicle_health = autocvar_g_vehicle_raptor_health;
686 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
687 self.movetype = MOVETYPE_TOSS;
688 self.solid = SOLID_SLIDEBOX;
689 self.vehicle_energy = 1;
691 self.bomb1.gun1.avelocity_y = 90;
692 self.bomb1.gun2.avelocity_y = -90;
694 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
697 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
698 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
699 self.vehicle_impact = raptor_impact;
702 // If we dont do this ever now and then, the raptors rotors
703 // stop working, presumably due to angle overflow. cute.
704 void raptor_rotor_anglefix()
706 self.gun1.angles_y = anglemods(self.gun1.angles_y);
707 self.gun2.angles_y = anglemods(self.gun2.angles_y);
708 self.nextthink = time + 15;
710 float raptor_impulse(float _imp)
717 self.vehicle.vehicle_weapon2mode += 1;
718 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
719 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
721 CSQCVehicleSetup(self, 0);
726 self.vehicle.vehicle_weapon2mode -= 1;
727 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
728 self.vehicle.vehicle_weapon2mode = RSM_LAST;
730 CSQCVehicleSetup(self, 0);
734 case 17: // toss gun, could be used to exit?
736 case 20: // Manual minigun reload?
748 if not (vehicle_initialize(
750 "models/vehicles/raptor.dpm",
752 "models/vehicles/raptor_cockpit.dpm",
753 "", "tag_hud", "tag_camera",
755 RAPTOR_MIN, RAPTOR_MAX,
757 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
759 raptor_enter, raptor_exit,
760 raptor_die, raptor_think,
762 autocvar_g_vehicle_raptor_health))
768 //FIXME: Camera is in a bad place in HUD model.
769 //setorigin(self.vehicle_viewport, '25 0 5');
771 self.vehicles_impusle = raptor_impulse;
775 self.bomb1 = spawn();
776 self.bomb2 = spawn();
780 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
781 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
782 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
783 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
784 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
786 setattachment(self.bomb1, self,"bombmount_left");
787 setattachment(self.bomb2, self,"bombmount_right");
788 setattachment(self.tur_head, self,"root");
791 // FIXMODEL Guns mounts to angled bones
792 self.bomb1.angles = self.angles;
793 self.angles = '0 0 0';
794 // This messes up gun-aim, so work arround it.
795 //setattachment(self.gun1, self, "gunmount_left");
796 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
798 setattachment(self.gun1, self, "");
799 setorigin(self.gun1, ofs);
801 //setattachment(self.gun2, self, "gunmount_right");
802 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
804 setattachment(self.gun2, self, "");
805 setorigin(self.gun2, ofs);
807 self.angles = self.bomb1.angles;
808 self.bomb1.angles = '0 0 0';
811 spinner.owner = self;
812 setmodel(spinner,"models/vehicles/spinner.dpm");
813 setattachment(spinner, self, "engine_left");
814 spinner.movetype = MOVETYPE_NOCLIP;
815 spinner.avelocity = '0 90 0';
816 self.bomb1.gun1 = spinner;
819 spinner.owner = self;
820 setmodel(spinner,"models/vehicles/spinner.dpm");
821 setattachment(spinner, self, "engine_right");
822 spinner.movetype = MOVETYPE_NOCLIP;
823 spinner.avelocity = '0 -90 0';
824 self.bomb1.gun2 = spinner;
827 self.bomb1.think = raptor_rotor_anglefix;
828 self.bomb1.nextthink = time;
833 void spawnfunc_vehicle_raptor()
835 if(!autocvar_g_vehicle_raptor)
841 self.vehicle_flags |= VHF_DMGSHAKE;
842 self.vehicle_flags |= VHF_DMGROLL;
844 if(autocvar_g_vehicle_raptor_shield)
845 self.vehicle_flags |= VHF_HASSHIELD;
847 if(autocvar_g_vehicle_raptor_shield_regen)
848 self.vehicle_flags |= VHF_SHIELDREGEN;
850 if(autocvar_g_vehicle_raptor_health_regen)
851 self.vehicle_flags |= VHF_HEALTHREGEN;
853 if(autocvar_g_vehicle_raptor_energy_regen)
854 self.vehicle_flags |= VHF_ENERGYREGEN;
856 precache_model ("models/vehicles/raptor.dpm");
857 precache_model ("models/vehicles/raptor_gun.dpm");
858 precache_model ("models/vehicles/spinner.dpm");
859 precache_model ("models/vehicles/raptor_cockpit.dpm");
860 //precache_model ("models/vehicles/clusterbomb.md3");
861 precache_model ("models/vehicles/clusterbomb_folded.md3");
862 precache_model ("models/vehicles/raptor_body.dpm");
864 precache_sound ("vehicles/raptor_fly.wav");
865 precache_sound ("vehicles/raptor_speed.wav");
866 precache_sound ("vehicles/missile_alarm.wav");
868 self.think = raptor_dinit;
871 self.nextthink = time + 0.5;
873 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);