2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
4 //#define RAPTOR_ENGINE "sound/vehicles/raptor.wav"
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_bomb_touch()
137 void raptor_bombdrop()
139 entity bomb_1, bomb_2;
144 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
147 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
148 bomb_1.velocity = bomb_2.velocity = self.velocity;
149 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
150 bomb_1.think = bomb_2.think = raptor_bomb_burst;
151 bomb_1.cnt = bomb_2.cnt = time + 10;
153 if(autocvar_g_vehicle_raptor_bomblet_alt)
154 bomb_1.nextthink = bomb_2.nextthink = time;
156 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
158 bomb_1.owner = bomb_2.owner = self;
159 bomb_1.realowner = bomb_2.realowner = self.owner;
160 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
161 bomb_1.gravity = bomb_2.gravity = 1;
163 PROJECTILE_MAKETRIGGER(bomb_1);
164 PROJECTILE_MAKETRIGGER(bomb_2);
166 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
172 void raptor_fire_cannon(entity gun, string tagname)
176 b_org = gettaginfo(gun, gettagindex(gun, tagname));
177 bolt = vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
178 b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
179 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
180 DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
189 self.owner.PlayerPhysplug = raptor_takeoff;
190 self.movetype = MOVETYPE_BOUNCEMISSILE;
191 self.solid = SOLID_SLIDEBOX;
192 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
193 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
194 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
195 self.tur_head.exteriormodeltoclient = self.owner;
197 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
200 if(self.owner.flagcarried)
201 setorigin(self.owner.flagcarried, '-20 0 96');
210 hgt = raptor_altitude(512);
211 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
212 self.angles_x *= 0.95;
213 self.angles_z *= 0.95;
217 self.frame = max(self.frame - 0.25, 0);
219 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
220 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
224 self.movetype = MOVETYPE_TOSS;
225 self.think = raptor_think;
228 self.nextthink = time;
231 void raptor_exit(float eject)
234 self.tur_head.exteriormodeltoclient = world;
236 if(self.deadflag == DEAD_NO)
238 self.think = raptor_land;
239 self.nextthink = time;
245 makevectors(self.angles);
248 spot = self.origin + v_forward * 100 + '0 0 64';
249 spot = vehicles_findgoodexit(spot);
250 setorigin(self.owner , spot);
251 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
255 spot = self.origin - v_forward * 200 + '0 0 64';
256 spot = vehicles_findgoodexit(spot);
257 setorigin(self.owner , spot);
263 float raptor_takeoff()
265 entity player, raptor;
268 raptor = self.vehicle;
271 if(self.sound_nexttime < time)
273 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
274 sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
278 if(raptor.frame < 25)
280 raptor.frame += 0.25;
281 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
282 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
283 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
284 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
286 setorigin(player, raptor.origin + '0 0 32');
289 player.PlayerPhysplug = raptor_frame;
291 if(self.vehicle_flags & VHF_SHIELDREGEN)
292 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);
294 if(self.vehicle_flags & VHF_HEALTHREGEN)
295 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);
297 if(self.vehicle_flags & VHF_ENERGYREGEN)
298 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
301 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
302 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
304 VEHICLE_UPDATE_PLAYER(health, raptor);
305 VEHICLE_UPDATE_PLAYER(energy, raptor);
306 if(self.vehicle_flags & VHF_HASSHIELD)
307 VEHICLE_UPDATE_PLAYER(shield, raptor);
309 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
316 entity player, raptor;
321 raptor = self.vehicle;
325 ftmp = vlen(self.velocity);
326 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
329 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
332 if(self.sound_nexttime < time)
334 self.sound_nexttime = time + 7.955812;
335 //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
336 sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
340 else if(fabs(ftmp - self.wait) > 0.2)
342 sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp, ATTN_NORM );
343 sound (self, CHAN_TRIGGER, "", ftmp, ATTN_NORM);
349 if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
352 vehicles_exit(VHEF_NORMAL);
358 if(raptor.deadflag != DEAD_NO)
361 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
364 crosshair_trace(player);
368 vang = raptor.angles;
369 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
372 if(df_x > 180) df_x -= 360;
373 if(df_x < -180) df_x += 360;
374 if(df_y > 180) df_y -= 360;
375 if(df_y < -180) df_y += 360;
377 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
378 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
379 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
383 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
384 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
386 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
387 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
388 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
390 raptor.angles_x = anglemods(raptor.angles_x);
391 raptor.angles_y = anglemods(raptor.angles_y);
392 raptor.angles_z = anglemods(raptor.angles_z);
395 if(autocvar_g_vehicle_raptor_movestyle == 1)
396 makevectors('0 1 0' * raptor.angles_y);
398 makevectors(player.v_angle);
400 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
402 if(player.movement_x != 0)
404 if(player.movement_x > 0)
405 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
406 else if(player.movement_x < 0)
407 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
410 if(player.movement_y != 0)
412 if(player.movement_y < 0)
413 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
414 else if(player.movement_y > 0)
415 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
417 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
421 raptor.angles_z *= 0.95;
422 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
426 if(player.BUTTON_CROUCH)
427 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
428 else if (player.BUTTON_JUMP)
429 df += v_up * autocvar_g_vehicle_raptor_speed_up;
431 raptor.velocity += df * frametime;
432 //player.velocity = raptor.velocity;
433 player.velocity = player.movement = raptor.velocity;
434 setorigin(player, raptor.origin + '0 0 32');
437 // Target lock & predict
438 if(autocvar_g_vehicle_raptor_cannon_locktarget)
441 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
442 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
443 autocvar_g_vehicle_raptor_cannon_locked_time);
445 if(self.lock_target != world)
446 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
447 if(self.lock_strength == 1)
449 float i, distance, impact_time;
451 vf = real_origin(raptor.lock_target);
453 for(i = 0; i < 4; ++i)
455 distance = vlen(ad - raptor.origin);
456 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
457 ad = vf + raptor.lock_target.velocity * impact_time;
460 //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
465 if(raptor.lock_strength == 1)
466 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
467 else if(self.lock_strength > 0.5)
468 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
469 else if(self.lock_strength < 0.5)
470 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
477 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
481 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
484 //if(self.lock_strength == 1)
486 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
487 df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles); // Find aim offset
493 df_x = bound(ftmp, df_x, ftmp2);
494 df_y = bound(ftmp, df_y, ftmp2);
496 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);
497 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
500 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
503 //if(self.lock_strength == 1)
505 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
506 df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles); // Find aim offset
512 df_x = bound(ftmp, df_x, ftmp2);
513 df_y = bound(ftmp, df_y, ftmp2);
515 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);
516 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
520 v_forward = vf * 0.5;
521 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
522 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
525 if(player.BUTTON_ATCK)
526 if(raptor.attack_finished_single <= time)
527 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
529 raptor.misc_bulletcounter += 1;
530 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
531 if(raptor.misc_bulletcounter <= 2)
532 raptor_fire_cannon(self.gun1, "fire1");
533 else if(raptor.misc_bulletcounter == 3)
534 raptor_fire_cannon(self.gun2, "fire1");
537 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
538 raptor_fire_cannon(self.gun2, "fire1");
539 raptor.misc_bulletcounter = 0;
541 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
545 if(self.vehicle_flags & VHF_SHIELDREGEN)
546 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);
548 if(self.vehicle_flags & VHF_HEALTHREGEN)
549 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);
551 if(self.vehicle_flags & VHF_ENERGYREGEN)
552 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
555 if(time > raptor.delay)
556 if(player.BUTTON_ATCK2)
559 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
563 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
564 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
566 VEHICLE_UPDATE_PLAYER(health, raptor);
567 VEHICLE_UPDATE_PLAYER(energy, raptor);
568 if(self.vehicle_flags & VHF_HASSHIELD)
569 VEHICLE_UPDATE_PLAYER(shield, raptor);
571 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
577 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
578 pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
580 self.deadflag = DEAD_DEAD;
581 self.vehicle_exit(VHEF_NORMAL);
582 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
585 self.movetype = MOVETYPE_NONE;
586 self.effects = EF_NODRAW;
587 self.colormod = '0 0 0';
588 self.avelocity = '0 0 0';
589 self.velocity = '0 0 0';
591 setorigin(self, self.pos1);
592 self.touch = SUB_Null;
596 void raptor_diethink()
598 //self.avelocity += '0 0.5 1' * (random() * 5);
599 //self.avelocity -= '0 0.5 1' * (random() * 5);
603 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
604 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
606 self.nextthink = time + 0.1;
612 self.event_damage = SUB_Null;
613 self.iscreature = FALSE;
614 self.solid = SOLID_CORPSE;
615 self.takedamage = DAMAGE_NO;
616 self.deadflag = DEAD_DYING;
617 self.movetype = MOVETYPE_BOUNCE;
618 self.think = raptor_diethink;
619 self.nextthink = time;
621 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
623 self.velocity_z += 600;
625 self.avelocity = '0 0.5 1' * (random() * 400);
626 self.avelocity -= '0 0.5 1' * (random() * 400);
628 self.colormod = '-0.5 -0.5 -0.5';
629 self.touch = raptor_blowup;
635 self.vehicle_health = autocvar_g_vehicle_raptor_health;
636 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
637 self.movetype = MOVETYPE_TOSS;
638 self.solid = SOLID_SLIDEBOX;
639 self.vehicle_energy = 1;
641 self.bomb1.gun1.avelocity_y = 90;
642 self.bomb1.gun2.avelocity_y = -90;
644 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
648 // If we dont do this ever now and then, the raptors rotors
649 // stop working, presumably due to angle overflow. cute.
650 void raptor_rotor_anglefix()
652 self.gun1.angles_y = anglemods(self.gun1.angles_y);
653 self.gun2.angles_y = anglemods(self.gun2.angles_y);
654 self.nextthink = time + 15;
662 if not (vehicle_initialize(
664 "models/vehicles/raptor.dpm",
666 "models/vehicles/raptor_cockpit.dpm",
667 "", "tag_hud", "tag_camera",
669 RAPTOR_MIN, RAPTOR_MAX,
671 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
673 raptor_enter, raptor_exit,
674 raptor_die, raptor_think,
681 //FIXME: Camera is in a bad place in HUD model.
682 //setorigin(self.vehicle_viewport, '25 0 5');
686 self.bomb1 = spawn();
687 self.bomb2 = spawn();
691 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
692 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
693 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
694 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
695 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
697 setattachment(self.bomb1, self,"bombmount_left");
698 setattachment(self.bomb2, self,"bombmount_right");
699 setattachment(self.tur_head, self,"root");
702 // FIXME Guns mounts to angled bones
703 self.bomb1.angles = self.angles;
704 self.angles = '0 0 0';
705 // This messes up gun-aim, so work arround it.
706 //setattachment(self.gun1, self, "gunmount_left");
707 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
709 setattachment(self.gun1, self, "");
710 setorigin(self.gun1, ofs);
712 //setattachment(self.gun2, self, "gunmount_right");
713 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
715 setattachment(self.gun2, self, "");
716 setorigin(self.gun2, ofs);
718 self.angles = self.bomb1.angles;
719 self.bomb1.angles = '0 0 0';
722 spinner.owner = self;
723 setmodel(spinner,"models/vehicles/spinner.dpm");
724 setattachment(spinner, self, "engine_left");
725 spinner.movetype = MOVETYPE_NOCLIP;
726 spinner.avelocity = '0 90 0';
727 self.bomb1.gun1 = spinner;
730 spinner.owner = self;
731 setmodel(spinner,"models/vehicles/spinner.dpm");
732 setattachment(spinner, self, "engine_right");
733 spinner.movetype = MOVETYPE_NOCLIP;
734 spinner.avelocity = '0 -90 0';
735 self.bomb1.gun2 = spinner;
738 self.bomb1.think = raptor_rotor_anglefix;
739 self.bomb1.nextthink = time;
744 void spawnfunc_vehicle_raptor()
746 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
748 if(autocvar_g_vehicle_raptor_shield)
749 self.vehicle_flags |= VHF_HASSHIELD;
751 if(autocvar_g_vehicle_raptor_shield_regen)
752 self.vehicle_flags |= VHF_SHIELDREGEN;
754 if(autocvar_g_vehicle_raptor_health_regen)
755 self.vehicle_flags |= VHF_HEALTHREGEN;
757 if(autocvar_g_vehicle_raptor_energy_regen)
758 self.vehicle_flags |= VHF_ENERGYREGEN;
760 precache_model ("models/vehicles/raptor.dpm");
761 precache_model ("models/vehicles/raptor_gun.dpm");
762 precache_model ("models/vehicles/spinner.dpm");
763 precache_model ("models/vehicles/raptor_cockpit.dpm");
764 precache_model ("models/vehicles/clusterbomb.md3");
765 precache_model ("models/vehicles/clusterbomb_folded.md3");
766 precache_model ("models/vehicles/raptor_body.dpm");
768 precache_sound ("vehicles/raptor_fly.wav");
769 precache_sound ("vehicles/raptor_speed.wav");
772 self.think = raptor_dinit;
773 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);