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Forgot a bad lines in raptor spawn code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #define RAPTOR_MIN '-80 -80 0'
2 #define RAPTOR_MAX '80 80 70'
3
4 float autocvar_g_vehicle_raptor_respawntime;
5
6 float autocvar_g_vehicle_raptor_movestyle;
7 float autocvar_g_vehicle_raptor_turnspeed;
8 float autocvar_g_vehicle_raptor_pitchspeed;
9 float autocvar_g_vehicle_raptor_pitchlimit;
10
11 float autocvar_g_vehicle_raptor_speed_forward;
12 float autocvar_g_vehicle_raptor_speed_strafe;
13 float autocvar_g_vehicle_raptor_speed_up;
14 float autocvar_g_vehicle_raptor_speed_down;
15 float autocvar_g_vehicle_raptor_friction;
16
17 float autocvar_g_vehicle_raptor_bomblets;
18 float autocvar_g_vehicle_raptor_bomblet_alt;
19 float autocvar_g_vehicle_raptor_bomblet_time;
20 float autocvar_g_vehicle_raptor_bomblet_damage;
21 float autocvar_g_vehicle_raptor_bomblet_spread;
22 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
23 float autocvar_g_vehicle_raptor_bomblet_radius;
24 float autocvar_g_vehicle_raptor_bomblet_force;
25 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
26 float autocvar_g_vehicle_raptor_bombs_refire;
27
28 float autocvar_g_vehicle_raptor_cannon_turnspeed;
29 float autocvar_g_vehicle_raptor_cannon_turnlimit;
30 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
32
33 float autocvar_g_vehicle_raptor_cannon_locktarget;
34 float autocvar_g_vehicle_raptor_cannon_locking_time;
35 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
36 float autocvar_g_vehicle_raptor_cannon_locked_time;
37 float autocvar_g_vehicle_raptor_cannon_predicttarget;
38
39 float autocvar_g_vehicle_raptor_cannon_cost;
40 float autocvar_g_vehicle_raptor_cannon_damage;
41 float autocvar_g_vehicle_raptor_cannon_radius;
42 float autocvar_g_vehicle_raptor_cannon_refire;
43 float autocvar_g_vehicle_raptor_cannon_speed;
44 float autocvar_g_vehicle_raptor_cannon_spread;
45
46
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
50
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
54
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
58
59 void raptor_spawn();
60 float raptor_frame();
61
62 .entity bomb1;
63 .entity bomb2;
64
65 //#define RAPTOR_RETARDCAMERA
66
67 float raptor_altitude(float amax)
68 {
69         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70     return vlen(self.origin - trace_endpos);
71 }
72
73
74 void raptor_bomblet_boom()
75 {
76     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
77     pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
78     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
79                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
80                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
81                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
82     remove(self);
83 }
84
85 void raptor_bomblet_touch()
86 {
87     if(other == self.owner)
88         return;
89
90     PROJECTILE_TOUCH;
91     self.think = raptor_bomblet_boom;
92     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
93 }
94
95 void raptor_bomb_burst()
96 {
97     if(self.cnt > time)
98     if(autocvar_g_vehicle_raptor_bomblet_alt)
99     {
100         self.nextthink = time;
101         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
102         if(trace_fraction == 1.0)
103             return;
104
105         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
106             return;
107     }
108
109     entity bomblet;
110     float i;
111
112     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
113     pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
114
115     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
116     {
117         bomblet = spawn();
118         setorigin(bomblet, self.origin);
119
120         bomblet.scale       = 0.5;
121         bomblet.solid       = SOLID_TRIGGER;
122         bomblet.movetype    = MOVETYPE_TOSS;
123         bomblet.touch       = raptor_bomblet_touch;
124         bomblet.think       = raptor_bomblet_boom;
125         bomblet.nextthink   = time + 5;
126         bomblet.owner   = self.owner;
127         bomblet.realowner   = self.realowner;
128         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
129         PROJECTILE_MAKETRIGGER(bomblet);
130         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
131     }
132
133     remove(self);
134 }
135
136 void raptor_bomb_touch()
137 {
138     raptor_bomb_burst();
139 }
140
141 void raptor_bombdrop()
142 {
143     entity bomb_1, bomb_2;
144
145     //self.bomb1.alpha = 0;
146     //self.bomb2.alpha = 0;
147
148     bomb_1 = spawn();
149     bomb_2 = spawn();
150
151     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
152     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
153
154     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_TOSS;
155     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
156     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
157     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
158     bomb_1.cnt          = bomb_2.cnt        = time + 10;
159
160     if(autocvar_g_vehicle_raptor_bomblet_alt)
161         bomb_1.nextthink = bomb_2.nextthink  = time;
162     else
163         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
164
165     bomb_1.owner     = bomb_2.owner      = self;
166     bomb_1.realowner = bomb_2.realowner  = self.owner;
167     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
168
169     PROJECTILE_MAKETRIGGER(bomb_1);
170     PROJECTILE_MAKETRIGGER(bomb_2);
171
172     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
173     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
174
175 }
176
177 void raptor_bolt_explode()
178 {
179         PROJECTILE_TOUCH;
180     pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
181     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
182     sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
183     remove (self);
184 }
185
186 void raptor_fire_cannon(entity gun, string tagname)
187 {
188     entity bolt;
189
190     bolt = spawn();
191
192     PROJECTILE_MAKETRIGGER(bolt);
193     sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
194     setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
195
196     bolt.movetype        = MOVETYPE_FLYMISSILE;
197     bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
198     bolt.owner           = self;
199     bolt.realowner       = self.owner;
200     bolt.touch           = raptor_bolt_explode;
201     bolt.think           = raptor_bolt_explode;
202     bolt.nextthink       = time + 9;
203     bolt.bot_dodge       = TRUE;
204     bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
205     bolt.velocity        = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
206
207     pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
208     //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
209
210     CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK, TRUE);
211 }
212
213 void raptor_think()
214 {
215 }
216
217 void raptor_enter()
218 {
219     self.movetype       = MOVETYPE_BOUNCEMISSILE;
220     self.solid          = SOLID_BBOX;
221     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
222     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
223     self.velocity_z = 1;
224 #ifdef RAPTOR_RETARDCAMERA
225     setorigin(self.vehicle_viewport, self.origin);
226 #endif
227 }
228
229 void raptor_land()
230 {
231     float hgt;
232
233     hgt = raptor_altitude(512);
234     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
235     self.angles_x *= 0.95;
236     self.angles_z *= 0.95;
237
238     if(hgt < 128)
239         if(self.frame != 0)
240             self.frame = max(self.frame - 0.25, 0);
241
242     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
243     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
244
245     if(hgt < 16)
246     {
247         self.movetype   = MOVETYPE_TOSS;
248         self.think      = raptor_think;
249     }
250
251     self.nextthink  = time;
252 }
253
254 void raptor_exit(float eject)
255 {
256
257     if(self.deadflag == DEAD_NO)
258     {
259         self.think      = raptor_land;
260         self.nextthink  = time;
261     }
262
263     if not (self.owner)
264         return;
265
266         makevectors(self.angles);
267         if(eject)
268         {
269             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
270             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
271         }
272         else
273         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
274
275     self.owner = world;
276 }
277
278 float raptor_frame()
279 {
280     entity player, raptor;
281     float ftmp, ftmp2;
282     vector df;
283
284     player = self;
285     raptor   = self.vehicle;
286     self    = raptor;
287
288     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
289     {
290         self = raptor;
291         vehicles_exit(VHEF_NORMAL);
292         self = player;
293         return 0;
294     }
295
296     if(raptor.deadflag != DEAD_NO)
297     {
298         self = player;
299         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
300         return 1;
301     }
302
303     // Takeoff sequense
304     if(raptor.frame < 25)
305     {
306         raptor.frame += 0.25;
307         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
308         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
309         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
310         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
311         self = player;
312         return 1;
313     }
314
315     //collision_run();
316
317     crosshair_trace(player);
318
319 #if VEHICLES_VIEWROTATE_CROSSHAIR
320     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
321     if(df_x > 180)  df_x -= 360;
322     if(df_x < -180) df_x += 360;
323     if(df_y > 180)  df_y -= 360;
324     if(df_y < -180) df_y += 360;
325
326     // Rotate Body
327     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
328     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
329
330     // Turn
331     //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
332     raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
333
334     // Pitch Body
335     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
336     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
337
338     //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
339     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
340 #else
341     vector vang;
342     vang = raptor.angles;
343     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
344     vang_x *= -1;
345     df_x *= -1;
346     if(df_x > 180)  df_x -= 360;
347     if(df_x < -180) df_x += 360;
348     if(df_y > 180)  df_y -= 360;
349     if(df_y < -180) df_y += 360;
350
351     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
352     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
353     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
354
355     // Pitch
356     ftmp = 0;
357     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
358     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
359
360     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
361     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
362     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
363
364     raptor.angles_x = anglemods(raptor.angles_x);
365     raptor.angles_y = anglemods(raptor.angles_y);
366     raptor.angles_z = anglemods(raptor.angles_z);
367
368 #endif
369
370     if(autocvar_g_vehicle_raptor_movestyle == 1)
371         makevectors(raptor.angles + ('-1 0 0' * raptor.angles_x));
372     else
373         makevectors(player.v_angle);
374
375 #ifdef RAPTOR_RETARDCAMERA
376     float spd, back, up;
377     spd = vlen(self.velocity) + 0.01;
378     back = spd / autocvar_g_vehicle_raptor_speed_forward;
379     up = 1 - back;
380     back = back;
381     back = back * 1250;
382     back += 150;
383     up = up * 200;
384     up = up + 100;
385
386     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
387 #endif
388
389     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
390
391     if(player.movement_x != 0)
392     {
393         if(player.movement_x > 0)
394             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
395         else if(player.movement_x < 0)
396             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
397     }
398
399     if(player.movement_y != 0)
400     {
401         if(player.movement_y < 0)
402             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
403         else if(player.movement_y > 0)
404             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
405
406         //raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
407     }
408     else
409     {
410         /*raptor.angles_z *= 0.95;
411         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
412             raptor.angles_z = 0;*/
413     }
414
415     if(player.BUTTON_CROUCH)
416         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
417     else if (player.BUTTON_JUMP)
418         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
419
420
421
422     raptor.velocity  += df * frametime;
423     player.velocity = player.movement  = raptor.velocity;
424     setorigin(player,raptor.origin + '0 0 32');
425
426     vector vf, ad;
427     // Target lock & predict
428     if(autocvar_g_vehicle_raptor_cannon_locktarget)
429     {
430
431         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
432                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
433                              autocvar_g_vehicle_raptor_cannon_locked_time);
434
435         if(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
436         {
437             if(self.lock_target != world)
438             {
439                 float i, distance, impact_time;
440
441                 vf = real_origin(raptor.lock_target);
442                 ad = vf;
443                 for(i = 0; i < 4; ++i)
444                 {
445                     distance = vlen(ad - raptor.origin);
446                     impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
447                     ad = vf + raptor.lock_target.velocity * impact_time;
448                 }
449                 trace_endpos = ad;
450                 UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
451             }
452         }
453
454         if(self.lock_target)
455         {
456             if(raptor.lock_strength == 1)
457                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
458             else if(self.lock_strength > 0.5)
459                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
460             else if(self.lock_strength < 0.5)
461                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
462         }
463
464         /*
465         if(self.lock_target != world)
466         if(self.lock_strength == 1)
467             UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
468         else
469             UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
470         */
471     }
472
473     // Aim the gunz
474     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
475     ftmp = -ftmp2;
476
477     // Gun1
478     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
479     ad = df;
480     vf = v_forward;
481     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
482     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
483     // Bind to aimspeed
484     df_x = bound(ftmp, df_x, ftmp2);
485     df_y = bound(ftmp, df_y, ftmp2);
486     // Bind to limts
487     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);
488     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
489
490     //df = vectoangles(normalize(trace_endpos - df));
491
492     //Gun 2
493     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
494     ad += df;
495     vf += v_forward;
496     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
497     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
498     // Bind to aimspeed
499     df_x = bound(ftmp, df_x, ftmp2);
500     df_y = bound(ftmp, df_y, ftmp2);
501     // Bind to limts
502     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);
503     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
504
505
506     /*
507     ad = ad * 0.5;
508     v_forward = vf * 0.5;
509     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
510     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
511     */
512
513     if(player.BUTTON_ATCK)
514     if(raptor.attack_finished_single <= time)
515     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
516     {
517         raptor.misc_bulletcounter += 1;
518         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
519         //if(mod(raptor.misc_bulletcounter, 2))
520         if(raptor.misc_bulletcounter <= 2)
521             raptor_fire_cannon(self.gun1, "fire1");
522         else if(raptor.misc_bulletcounter == 3)
523             raptor_fire_cannon(self.gun2, "fire1");
524         else
525         {
526             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
527             raptor_fire_cannon(self.gun2, "fire1");
528             raptor.misc_bulletcounter = 0;
529         }
530
531
532         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
533
534         self.cnt = time;
535     }
536
537     if(self.vehicle_flags  & VHF_SHIELDREGEN)
538         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);
539
540     if(self.vehicle_flags  & VHF_HEALTHREGEN)
541         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);
542
543     if(self.vehicle_flags  & VHF_ENERGYREGEN)
544         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
545
546     player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
547
548
549     if(time > raptor.delay)
550     {
551         if(player.BUTTON_ATCK2)
552         {
553             raptor_bombdrop();
554             raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
555         }
556         player.vehicle_reload1 = 1;
557     }
558     else
559     {
560         player.vehicle_reload1 = min(time / raptor.delay, 1);
561         //raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
562     }
563
564     VEHICLE_UPDATE_PLAYER(health, raptor);
565
566     if(self.vehicle_flags & VHF_HASSHIELD)
567         VEHICLE_UPDATE_PLAYER(shield, raptor);
568
569     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
570     return 1;
571 }
572
573 void raptor_blowup()
574 {
575     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
576     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
577
578     self.deadflag    = DEAD_DEAD;
579     self.vehicle_exit(VHEF_NORMAL);
580     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
581
582     self.alpha          = -1;
583     self.movetype       = MOVETYPE_NONE;
584     self.effects        = EF_NODRAW;
585     self.colormod       = '0 0 0';
586     self.avelocity      = '0 0 0';
587     self.velocity       = '0 0 0';
588
589     setorigin(self, self.pos1);
590     self.touch = SUB_Null;
591 }
592
593 void raptor_die()
594 {
595     self.health       = 0;
596     self.event_damage = SUB_Null;
597     self.iscreature   = FALSE;
598     self.solid        = SOLID_CORPSE;
599     self.takedamage   = DAMAGE_NO;
600     self.deadflag     = DEAD_DYING;
601     self.movetype     = MOVETYPE_BOUNCE;
602
603     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
604
605     self.velocity_z += 128;
606
607     if(random() < 0.5)
608         self.avelocity_z  = 45 + random() * 270;
609     else
610         self.avelocity_z  = -45 + random() * -270;
611
612     self.colormod = '-0.5 -0.5 -0.5';
613         self.touch     = raptor_blowup;
614 }
615
616 void raptor_spawn()
617 {
618     self.frame          = 0;
619     self.vehicle_health = autocvar_g_vehicle_raptor_health;
620     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
621     self.movetype       = MOVETYPE_TOSS;
622     self.solid          = SOLID_BBOX;
623     self.vehicle_energy = 1;
624
625     self.bomb1.gun1.avelocity_y = 90;
626     self.bomb1.gun2.avelocity_y = -90;
627
628     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
629     self.delay = time;
630 }
631
632 void raptor_dinit()
633 {
634     entity spinner;
635     vector ofs;
636
637     if not (vehicle_initialize(
638              "Raptor",
639              "models/vehicles/raptor.dpm",
640              "",
641              "models/vehicles/raptor_cockpit.dpm",
642              "", "tag_hud", "tag_camera",
643              HUD_RAPTOR,
644              RAPTOR_MIN, RAPTOR_MAX,
645              FALSE,
646              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
647              raptor_frame,
648              raptor_enter, raptor_exit,
649              raptor_die,   raptor_think))
650     {
651         remove(self);
652         return;
653     }
654     setorigin(self, self.origin + '0 0 50');
655     //FIXME: Camera is in a bad place in HUD model.
656     setorigin(self.vehicle_viewport, '5 0 5');
657
658     self.frame = 0;
659
660     self.bomb1 = spawn();
661     self.bomb2 = spawn();
662     self.gun1  = spawn();
663     self.gun2  = spawn();
664
665 #ifdef RAPTOR_RETARDCAMERA
666     setattachment(self.vehicle_viewport, world, "");
667 #endif
668
669     setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
670     setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
671     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
672     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
673
674     setattachment(self.bomb1, self,"bombmount_left");
675     setattachment(self.bomb2, self,"bombmount_right");
676
677
678     // FIXME Guns mounts to angled bones
679     self.bomb1.angles = self.angles;
680     self.angles = '0 0 0';
681     // This messes up gun-aim, so work arround it.
682     //setattachment(self.gun1, self, "gunmount_left");
683     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
684     ofs -= self.origin;
685     setattachment(self.gun1, self, "");
686     setorigin(self.gun1, ofs);
687
688     //setattachment(self.gun2, self, "gunmount_right");
689     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
690     ofs -= self.origin;
691     setattachment(self.gun2, self, "");
692     setorigin(self.gun2, ofs);
693
694     self.angles = self.bomb1.angles;
695     self.bomb1.angles = '0 0 0';
696
697
698     spinner = spawn();
699     spinner.owner = self;
700     setmodel(spinner,"models/vehicles/spinner.dpm");
701     setattachment(spinner, self, "engine_left");
702     spinner.movetype = MOVETYPE_NOCLIP;
703     spinner.avelocity = '0 90 0';
704     self.bomb1.gun1 = spinner;
705
706     spinner = spawn();
707     spinner.owner = self;
708     setmodel(spinner,"models/vehicles/spinner.dpm");
709     setattachment(spinner, self, "engine_right");
710     spinner.movetype = MOVETYPE_NOCLIP;
711     spinner.avelocity = '0 -90 0';
712     self.bomb1.gun2 = spinner;
713
714     self.mass               = 1 ;
715 }
716
717 void spawnfunc_vehicle_raptor()
718 {
719     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
720
721     if(autocvar_g_vehicle_raptor_shield)
722         self.vehicle_flags |= VHF_HASSHIELD;
723
724     if(autocvar_g_vehicle_raptor_shield_regen)
725         self.vehicle_flags |= VHF_SHIELDREGEN;
726
727     if(autocvar_g_vehicle_raptor_health_regen)
728         self.vehicle_flags |= VHF_HEALTHREGEN;
729
730     if(autocvar_g_vehicle_raptor_energy_regen)
731         self.vehicle_flags |= VHF_ENERGYREGEN;
732
733     precache_model ("models/vehicles/raptor.dpm");
734     precache_model ("models/vehicles/raptor_gun.dpm");
735     precache_model ("models/vehicles/spinner.dpm");
736     precache_model ("models/vehicles/raptor_cockpit.dpm");
737     precache_model ("models/vehicles/raptor_bomb.dpm");
738
739     self.think = raptor_dinit;
740     self.nextthink = time + 1;
741 }