]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/raptor.qc
Fix intermission (sort of, will be better once vehicle hud is made a panel)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
index 37db0cf4b510dfcdeaf7a2be7a9c8a55dd8a9c8a..070a0492a3e4e5c79fe795bf3c06b072faf375a9 100644 (file)
@@ -197,12 +197,16 @@ void raptor_enter()
     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
     self.lip   = time;
 
+    if(self.owner.flagcarried)
+       setorigin(self.owner.flagcarried, '-20 0 96');
+
 }
 
 void raptor_land()
 {
-    float hgt;
 
+    float hgt;
+    
     hgt = raptor_altitude(512);
     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
     self.angles_x *= 0.95;
@@ -267,7 +271,7 @@ float raptor_takeoff()
     if(self.sound_nexttime < time)
     {        
         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
-        sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", VOL_VEHICLEENGINE, ATTN_NORM);
+        sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
     }   
 
     // Takeoff sequense
@@ -312,33 +316,40 @@ float raptor_frame()
     entity player, raptor;
     float ftmp, ftmp2;
     vector df, ra;
+    
+       if(intermission_running)
+               return;
 
     player = self;
     raptor = self.vehicle;
     self   = raptor;
     
+    vehicles_painframe();
+    /*
     ftmp = vlen(self.velocity);
     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
         ftmp = 1;
     else  
         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
-    
-    if(fabs(ftmp - self.wait) > 0.2 || self.sound_nexttime < time)
+    */
+        
+    if(self.sound_nexttime < time)
     {        
-        self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
-        sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
-        sound (self, CHAN_PLAYER, "vehicles/raptor_speed.wav", ftmp, ATTN_NORM);
+        self.sound_nexttime = time + 7.955812; 
+        //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
+        sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
         self.wait = ftmp;
-    }    
-    
-    if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
+    }        
+    /*
+    else if(fabs(ftmp - self.wait) > 0.2)
     {
-        self = raptor;
-        vehicles_exit(VHEF_NORMAL);
-        self = player;
-        return 0;
+        sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp,   ATTN_NORM );
+        sound (self, CHAN_TRIGGER, "", ftmp, ATTN_NORM);        
+        self.wait = ftmp;
     }
+    */
 
+    
     if(raptor.deadflag != DEAD_NO)
     {
         self = player;
@@ -413,9 +424,9 @@ float raptor_frame()
         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
 
     raptor.velocity  += df * frametime;
-    //player.velocity = player.movement  = raptor.velocity;
-    player.velocity = raptor.velocity;
-    //setorigin(player,raptor.origin + '0 0 32');
+    //player.velocity = raptor.velocity;
+    player.velocity = player.movement  = raptor.velocity;
+    setorigin(player, raptor.origin + '0 0 32');
 
     vector vf, ad;
     // Target lock & predict
@@ -463,10 +474,16 @@ float raptor_frame()
 
     // Gun1
     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
-    //ad = df;
-    //vf = v_forward;
-    df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
-    df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset
+    ad = df;
+    vf = v_forward;
+    //if(self.lock_strength == 1)
+    //{
+        df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
+        df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset        
+    //}
+    //else    
+    //    df = '0 0 0';
+        
     // Bind to aimspeed
     df_x = bound(ftmp, df_x, ftmp2);
     df_y = bound(ftmp, df_y, ftmp2);
@@ -474,14 +491,18 @@ float raptor_frame()
     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);
     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
 
-    //df = vectoangles(normalize(trace_endpos - df));
-
-    //Gun 2
+    // Gun2
     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
-    //ad += df;
-    //vf += v_forward;
-    df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
-    df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset
+    ad += df;
+    vf += v_forward;
+    //if(self.lock_strength == 1)
+    //{
+        df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
+        df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset        
+    //}
+    //else    
+    //    df = '0 0 0';
+        
     // Bind to aimspeed
     df_x = bound(ftmp, df_x, ftmp2);
     df_y = bound(ftmp, df_y, ftmp2);
@@ -495,7 +516,7 @@ float raptor_frame()
     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
     */
-
+    
     if(player.BUTTON_ATCK)
     if(raptor.attack_finished_single <= time)
     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
@@ -718,9 +739,10 @@ void raptor_dinit()
 void spawnfunc_vehicle_raptor()
 {
     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
-    
-    
 
+    self.vehicle_flags |= VHF_DMGSHAKE;
+    self.vehicle_flags |= VHF_DMGROLL;
+   
     if(autocvar_g_vehicle_raptor_shield)
         self.vehicle_flags |= VHF_HASSHIELD;
 
@@ -740,8 +762,10 @@ void spawnfunc_vehicle_raptor()
     precache_model ("models/vehicles/clusterbomb.md3");
     precache_model ("models/vehicles/clusterbomb_folded.md3");
     precache_model ("models/vehicles/raptor_body.dpm");
+    
     precache_sound ("vehicles/raptor_fly.wav");
     precache_sound ("vehicles/raptor_speed.wav");
+    precache_sound ("");
     
     self.think = raptor_dinit;
     self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);