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1 #ifndef VEHICLE_RAPTOR
2 #define VEHICLE_RAPTOR
3 #include "raptor.qh"
4 int v_raptor(int);
5 REGISTER_VEHICLE_SIMPLE(
6 /* VEH_##id   */ RAPTOR,
7 /* function   */ v_raptor,
8 /* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL,
9 /* mins,maxs  */ '-80 -80 0', '80 80 70',
10 /* model          */ "models/vehicles/raptor.dpm",
11 /* head_model */ "",
12 /* hud_model  */ "models/vehicles/raptor_cockpit.dpm",
13 /* tags           */ "", "tag_hud", "tag_camera",
14 /* netname        */ "raptor",
15 /* fullname   */ _("Raptor")
16 ) {
17     this.m_icon = "vehicle_raptor";
18 }
19 #endif
20
21 #ifdef IMPLEMENTATION
22
23 #ifdef SVQC
24 bool autocvar_g_vehicle_raptor;
25
26 float autocvar_g_vehicle_raptor_respawntime;
27 float autocvar_g_vehicle_raptor_takeofftime;
28
29 float autocvar_g_vehicle_raptor_movestyle;
30 float autocvar_g_vehicle_raptor_turnspeed;
31 float autocvar_g_vehicle_raptor_pitchspeed;
32 float autocvar_g_vehicle_raptor_pitchlimit;
33
34 float autocvar_g_vehicle_raptor_speed_forward;
35 float autocvar_g_vehicle_raptor_speed_strafe;
36 float autocvar_g_vehicle_raptor_speed_up;
37 float autocvar_g_vehicle_raptor_speed_down;
38 float autocvar_g_vehicle_raptor_friction;
39
40 float autocvar_g_vehicle_raptor_bomblets;
41 float autocvar_g_vehicle_raptor_bomblet_alt;
42 float autocvar_g_vehicle_raptor_bomblet_time;
43 float autocvar_g_vehicle_raptor_bomblet_damage;
44 float autocvar_g_vehicle_raptor_bomblet_spread;
45 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
46 float autocvar_g_vehicle_raptor_bomblet_radius;
47 float autocvar_g_vehicle_raptor_bomblet_force;
48 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
49 float autocvar_g_vehicle_raptor_bombs_refire;
50
51 float autocvar_g_vehicle_raptor_flare_refire;
52 float autocvar_g_vehicle_raptor_flare_lifetime;
53 float autocvar_g_vehicle_raptor_flare_chase;
54 float autocvar_g_vehicle_raptor_flare_range;
55
56 float autocvar_g_vehicle_raptor_cannon_turnspeed;
57 float autocvar_g_vehicle_raptor_cannon_turnlimit;
58 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
59 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
60
61 float autocvar_g_vehicle_raptor_cannon_locktarget;
62 float autocvar_g_vehicle_raptor_cannon_locking_time;
63 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
64 float autocvar_g_vehicle_raptor_cannon_locked_time;
65 float autocvar_g_vehicle_raptor_cannon_predicttarget;
66
67 float autocvar_g_vehicle_raptor_cannon_cost;
68 float autocvar_g_vehicle_raptor_cannon_damage;
69 float autocvar_g_vehicle_raptor_cannon_radius;
70 float autocvar_g_vehicle_raptor_cannon_refire;
71 float autocvar_g_vehicle_raptor_cannon_speed;
72 float autocvar_g_vehicle_raptor_cannon_spread;
73 float autocvar_g_vehicle_raptor_cannon_force;
74
75 float autocvar_g_vehicle_raptor_energy;
76 float autocvar_g_vehicle_raptor_energy_regen;
77 float autocvar_g_vehicle_raptor_energy_regen_pause;
78
79 float autocvar_g_vehicle_raptor_health;
80 float autocvar_g_vehicle_raptor_health_regen;
81 float autocvar_g_vehicle_raptor_health_regen_pause;
82
83 float autocvar_g_vehicle_raptor_shield;
84 float autocvar_g_vehicle_raptor_shield_regen;
85 float autocvar_g_vehicle_raptor_shield_regen_pause;
86
87 float autocvar_g_vehicle_raptor_bouncefactor;
88 float autocvar_g_vehicle_raptor_bouncestop;
89 vector autocvar_g_vehicle_raptor_bouncepain;
90
91 .entity bomb1;
92 .entity bomb2;
93
94 float raptor_altitude(float amax)
95 {
96         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
97         return vlen(self.origin - trace_endpos);
98 }
99
100 void raptor_bomblet_boom()
101 {
102         RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
103                                                                         autocvar_g_vehicle_raptor_bomblet_edgedamage,
104                                                                         autocvar_g_vehicle_raptor_bomblet_radius, world, world,
105                                                                         autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
106         remove(self);
107 }
108
109 void raptor_bomblet_touch()
110 {
111         if(other == self.owner)
112                 return;
113
114         PROJECTILE_TOUCH;
115         self.think = raptor_bomblet_boom;
116         self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
117 }
118
119 void raptor_bomb_burst()
120 {
121         if(self.cnt > time)
122         if(autocvar_g_vehicle_raptor_bomblet_alt)
123         {
124                 self.nextthink = time;
125                 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
126                 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
127                 {
128                         UpdateCSQCProjectile(self);
129                         return;
130                 }
131         }
132
133         entity bomblet;
134         float i;
135
136         Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
137
138         for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
139         {
140                 bomblet = spawn();
141                 setorigin(bomblet, self.origin);
142
143                 bomblet.movetype        = MOVETYPE_TOSS;
144                 bomblet.touch      = raptor_bomblet_touch;
145                 bomblet.think      = raptor_bomblet_boom;
146                 bomblet.nextthink   = time + 5;
147                 bomblet.owner      = self.owner;
148                 bomblet.realowner   = self.realowner;
149                 bomblet.velocity        = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
150
151                 PROJECTILE_MAKETRIGGER(bomblet);
152                 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
153         }
154
155         remove(self);
156 }
157
158 void raptor_bombdrop()
159 {
160         entity bomb_1, bomb_2;
161
162         bomb_1 = spawn();
163         bomb_2 = spawn();
164
165         setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
166         setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
167
168         bomb_1.movetype  = bomb_2.movetype   = MOVETYPE_BOUNCE;
169         bomb_1.velocity  = bomb_2.velocity   = self.velocity;
170         bomb_1.touch            = bomb_2.touch    = raptor_bomb_burst;
171         bomb_1.think            = bomb_2.think    = raptor_bomb_burst;
172         bomb_1.cnt                = bomb_2.cnt          = time + 10;
173
174         if(autocvar_g_vehicle_raptor_bomblet_alt)
175                 bomb_1.nextthink = bomb_2.nextthink  = time;
176         else
177                 bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
178
179         bomb_1.owner     = bomb_2.owner   = self;
180         bomb_1.realowner = bomb_2.realowner  = self.owner;
181         bomb_1.solid     = bomb_2.solid   = SOLID_BBOX;
182         bomb_1.gravity   = bomb_2.gravity       = 1;
183
184         PROJECTILE_MAKETRIGGER(bomb_1);
185         PROJECTILE_MAKETRIGGER(bomb_2);
186
187         CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
188         CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
189 }
190
191
192 void raptor_fire_cannon(entity gun, string tagname)
193 {
194         vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
195                                                    gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
196                                                    autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
197                                                    DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
198 }
199
200 void raptor_land()
201 {
202         float hgt;
203
204         hgt = raptor_altitude(512);
205         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
206         self.angles_x *= 0.95;
207         self.angles_z *= 0.95;
208
209         if(hgt < 128)
210         if(hgt > 0)
211                 self.frame = (hgt / 128) * 25;
212
213         self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
214         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
215
216         if(hgt < 16)
217         {
218                 self.movetype = MOVETYPE_TOSS;
219                 self.think      = vehicles_think;
220                 self.frame      = 0;
221         }
222
223         self.nextthink  = time;
224         
225         CSQCMODEL_AUTOUPDATE();
226 }
227
228 void raptor_exit(float eject)
229 {
230         vector spot;
231         self.tur_head.exteriormodeltoclient = world;
232
233         if(self.deadflag == DEAD_NO)
234         {
235                 self.think        = raptor_land;
236                 self.nextthink  = time;
237         }
238
239         if(!self.owner)
240                 return;
241
242         makevectors(self.angles);
243         if(eject)
244         {
245                 spot = self.origin + v_forward * 100 + '0 0 64';
246                 spot = vehicles_findgoodexit(spot);
247                 setorigin(self.owner , spot);
248                 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
249                 self.owner.oldvelocity = self.owner.velocity;
250         }
251         else
252         {
253                 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
254                 {
255                         self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
256                         self.owner.velocity_z += 200;
257                         spot = self.origin + v_forward * 32 + '0 0 64';
258                         spot = vehicles_findgoodexit(spot);
259                 }
260                 else
261                 {
262                         self.owner.velocity = self.velocity * 0.5;
263                         self.owner.velocity_z += 10;
264                         spot = self.origin - v_forward * 200 + '0 0 64';
265                         spot = vehicles_findgoodexit(spot);
266                 }
267                 self.owner.oldvelocity = self.owner.velocity;
268                 setorigin(self.owner , spot);
269         }
270
271         antilag_clear(self.owner);
272         self.owner = world;
273 }
274
275 void raptor_flare_touch()
276 {
277         remove(self);
278 }
279
280 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
281 {
282         self.health -= damage;
283         if(self.health <= 0)
284                 remove(self);
285 }
286
287 void raptor_flare_think()
288 {
289         self.nextthink = time + 0.1;
290         entity _missile = findchainentity(enemy, self.owner);
291         while(_missile)
292         {
293                 if(_missile.flags & FL_PROJECTILE)
294                 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
295                 if(random() > autocvar_g_vehicle_raptor_flare_chase)
296                         _missile.enemy = self;
297                 _missile = _missile.chain;
298         }
299
300         if(self.tur_impacttime < time)
301                 remove(self);
302 }
303
304 float raptor_frame()
305 {
306         entity player, raptor;
307         float ftmp = 0;
308         vector df;
309
310         if(intermission_running)
311         {
312                 self.vehicle.velocity = '0 0 0';
313                 self.vehicle.avelocity = '0 0 0';
314                 return 1;
315         }
316
317         player = self;
318         raptor = self.vehicle;
319         self   = raptor;
320         
321         vehicles_painframe();
322         /*
323         ftmp = vlen(self.velocity);
324         if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
325                 ftmp = 1;
326         else
327                 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
328         */
329
330         if(self.sound_nexttime < time)
331         {
332                 self.sound_nexttime = time + 7.955812;
333                 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTEN_NORM );
334                 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
335                 self.wait = ftmp;
336         }
337         /*
338         else if(fabs(ftmp - self.wait) > 0.2)
339         {
340                 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp,   ATTEN_NORM );
341                 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
342                 self.wait = ftmp;
343         }
344         */
345
346         if(raptor.deadflag != DEAD_NO)
347         {
348                 self = player;
349                 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
350                 return 1;
351         }
352         crosshair_trace(player);
353
354         //if(time - self.lastteleporttime < 1)
355         //{
356                 if(raptor.angles_z > 50 || raptor.angles_z < -50)
357                 {
358                         if(player.BUTTON_JUMP)
359                         {
360                                 player.BUTTON_CROUCH = true;
361                                 player.BUTTON_JUMP = false;
362                         }
363                 }
364         //}
365
366         vector vang;
367         vang = raptor.angles;
368         df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
369         vang_x *= -1;
370         df_x *= -1;
371         if(df_x > 180)  df_x -= 360;
372         if(df_x < -180) df_x += 360;
373         if(df_y > 180)  df_y -= 360;
374         if(df_y < -180) df_y += 360;
375
376         ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
377         if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
378         raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
379
380         // Pitch
381         ftmp = 0;
382         if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
383         else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
384
385         df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
386         ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
387         raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
388
389         raptor.angles_x = anglemods(raptor.angles_x);
390         raptor.angles_y = anglemods(raptor.angles_y);
391         raptor.angles_z = anglemods(raptor.angles_z);
392
393         if(autocvar_g_vehicle_raptor_movestyle == 1)
394                 makevectors('0 1 0' * raptor.angles_y);
395         else
396                 makevectors(player.v_angle);
397
398         df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
399
400         if(player.movement_x != 0)
401         {
402                 if(player.movement_x > 0)
403                         df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
404                 else if(player.movement_x < 0)
405                         df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
406         }
407
408         if(player.movement_y != 0)
409         {
410                 if(player.movement_y < 0)
411                         df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
412                 else if(player.movement_y > 0)
413                         df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
414
415                 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
416         }
417         else
418         {
419                 raptor.angles_z *= 0.95;
420                 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
421                         raptor.angles_z = 0;
422         }
423
424         if(player.BUTTON_CROUCH)
425                 df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
426         else if (player.BUTTON_JUMP)
427                 df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
428
429         raptor.velocity  += df * frametime;
430         player.velocity = player.movement  = raptor.velocity;
431         setorigin(player, raptor.origin + '0 0 32');
432
433         player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
434
435         vector vf, ad;
436         // Target lock & predict
437         if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
438         {
439                 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
440                         raptor.gun1.enemy = world;
441
442                 if(trace_ent)
443                 if(trace_ent.movetype)
444                 if(trace_ent.takedamage)
445                 if(!trace_ent.deadflag)
446                 {
447                         if(teamplay)
448                         {
449                                 if(trace_ent.team != player.team)
450                                 {
451                                         raptor.gun1.enemy = trace_ent;
452                                         raptor.gun1.lock_time = time + 5;
453                                 }
454                         }
455                         else
456                         {
457                                 raptor.gun1.enemy = trace_ent;
458                                 raptor.gun1.lock_time = time + 0.5;
459                         }
460                 }
461
462                 if(raptor.gun1.enemy)
463                 {
464                         float distance, impact_time;
465
466                         vf = real_origin(raptor.gun1.enemy);
467                         UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
468                         vector _vel = raptor.gun1.enemy.velocity;
469                         if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
470                                 _vel_z *= 0.1;
471
472                         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
473                         {
474                                 ad = vf;
475                                 distance = vlen(ad - player.origin);
476                                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
477                                 ad = vf + _vel * impact_time;
478                                 trace_endpos = ad;
479                         }
480                         else
481                                 trace_endpos = vf;
482                 }
483         }
484         else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
485         {
486
487                 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
488                                                          (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
489                                                          autocvar_g_vehicle_raptor_cannon_locked_time);
490
491                 if(self.lock_target != world)
492                 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
493                 if(self.lock_strength == 1)
494                 {
495                         float i, distance, impact_time;
496
497                         vf = real_origin(raptor.lock_target);
498                         ad = vf;
499                         for(i = 0; i < 4; ++i)
500                         {
501                                 distance = vlen(ad - raptor.origin);
502                                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
503                                 ad = vf + raptor.lock_target.velocity * impact_time;
504                         }
505                         trace_endpos = ad;
506                 }
507
508                 if(self.lock_target)
509                 {
510                         if(raptor.lock_strength == 1)
511                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
512                         else if(self.lock_strength > 0.5)
513                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
514                         else if(self.lock_strength < 0.5)
515                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
516                 }
517         }
518
519
520         vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
521                                                   autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
522                                                   autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
523
524         vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
525                                                   autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
526                                                   autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
527
528         /*
529         ad = ad * 0.5;
530         v_forward = vf * 0.5;
531         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
532         UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
533         */
534
535         if(!forbidWeaponUse(player))
536         if(player.BUTTON_ATCK)
537         if(raptor.attack_finished_single <= time)
538         if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
539         {
540                 raptor.misc_bulletcounter += 1;
541                 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
542                 if(raptor.misc_bulletcounter <= 2)
543                         raptor_fire_cannon(self.gun1, "fire1");
544                 else if(raptor.misc_bulletcounter == 3)
545                         raptor_fire_cannon(self.gun2, "fire1");
546                 else
547                 {
548                         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
549                         raptor_fire_cannon(self.gun2, "fire1");
550                         raptor.misc_bulletcounter = 0;
551                 }
552                 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
553                 self.cnt = time;
554         }
555
556         if(self.vehicle_flags  & VHF_SHIELDREGEN)
557                 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
558
559         if(self.vehicle_flags  & VHF_HEALTHREGEN)
560                 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
561
562         if(self.vehicle_flags  & VHF_ENERGYREGEN)
563                 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
564
565         if(!forbidWeaponUse(player))
566         if(raptor.vehicle_weapon2mode == RSM_BOMB)
567         {
568                 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
569                 if(player.BUTTON_ATCK2)
570                 {
571                         raptor_bombdrop();
572                         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
573                         raptor.lip   = time;
574                 }
575         }
576         else
577         {
578                 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
579                 if(player.BUTTON_ATCK2)
580                 {
581                         float i;
582                         entity _flare;
583
584                         for(i = 0; i < 3; ++i)
585                         {
586                         _flare = spawn();
587                         setmodel(_flare, "models/runematch/rune.mdl");
588                         _flare.effects = EF_LOWPRECISION | EF_FLAME;
589                         _flare.scale = 0.5;
590                         setorigin(_flare, self.origin - '0 0 16');
591                         _flare.movetype = MOVETYPE_TOSS;
592                         _flare.gravity = 0.15;
593                         _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
594                         _flare.think = raptor_flare_think;
595                         _flare.nextthink = time;
596                         _flare.owner = raptor;
597                         _flare.solid = SOLID_CORPSE;
598                         _flare.takedamage = DAMAGE_YES;
599                         _flare.event_damage = raptor_flare_damage;
600                         _flare.health = 20;
601                         _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
602                         _flare.touch = raptor_flare_touch;
603                         }
604                         raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
605                         raptor.lip   = time;
606                 }
607         }
608
609         raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
610         player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
611         player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
612
613         if(self.bomb1.cnt < time)
614         {
615                 entity _missile = findchainentity(enemy, raptor);
616                 float _incomming = 0;
617                 while(_missile)
618                 {
619                         if(_missile.flags & FL_PROJECTILE)
620                         if(MISSILE_IS_TRACKING(_missile))
621                         if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
622                                 ++_incomming;
623
624                         _missile = _missile.chain;
625                 }
626
627                 if(_incomming)
628                         sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
629
630                 self.bomb1.cnt = time + 1;
631         }
632
633
634         VEHICLE_UPDATE_PLAYER(player, health, raptor);
635         VEHICLE_UPDATE_PLAYER(player, energy, raptor);
636         if(self.vehicle_flags & VHF_HASSHIELD)
637                 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
638
639         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
640
641         self = player;
642         return 1;
643 }
644
645 float raptor_takeoff()
646 {
647         entity player, raptor;
648
649         player = self;
650         raptor = self.vehicle;
651         self   = raptor;
652         
653         self.nextthink = time;
654         CSQCMODEL_AUTOUPDATE();
655         self.nextthink = 0; // will this work?
656         
657         if(self.sound_nexttime < time)
658         {
659                 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
660                 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
661         }
662
663         // Takeoff sequense
664         if(raptor.frame < 25)
665         {
666                 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
667                 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
668                 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
669                 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
670                 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
671
672                 setorigin(player, raptor.origin + '0 0 32');
673         }
674         else
675                 player.PlayerPhysplug = raptor_frame;
676
677         if(self.vehicle_flags  & VHF_SHIELDREGEN)
678                 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
679
680         if(self.vehicle_flags  & VHF_HEALTHREGEN)
681                 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
682
683         if(self.vehicle_flags  & VHF_ENERGYREGEN)
684                 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
685
686
687         raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
688         player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
689         player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
690
691         VEHICLE_UPDATE_PLAYER(player, health, raptor);
692         VEHICLE_UPDATE_PLAYER(player, energy, raptor);
693         if(self.vehicle_flags & VHF_HASSHIELD)
694                 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
695
696         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
697         self = player;
698         return 1;
699 }
700
701 void raptor_blowup()
702 {
703         self.deadflag   = DEAD_DEAD;
704         self.vehicle_exit(VHEF_NORMAL);
705         RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
706
707         self.alpha                = -1;
708         self.movetype      = MOVETYPE_NONE;
709         self.effects            = EF_NODRAW;
710         self.colormod      = '0 0 0';
711         self.avelocity    = '0 0 0';
712         self.velocity      = '0 0 0';
713
714         setorigin(self, self.pos1);
715         self.touch = func_null;
716         self.nextthink = 0;
717 }
718
719 void raptor_diethink()
720 {
721         if(time >= self.wait)
722                 self.think = raptor_blowup;
723
724         if(random() < 0.05)
725         {
726                 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
727                 Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
728         }
729         self.nextthink = time;
730         
731         CSQCMODEL_AUTOUPDATE();
732 }
733
734 // If we dont do this ever now and then, the raptors rotors
735 // stop working, presumably due to angle overflow. cute.
736 void raptor_rotor_anglefix()
737 {
738         self.gun1.angles_y = anglemods(self.gun1.angles_y);
739         self.gun2.angles_y = anglemods(self.gun2.angles_y);
740         self.nextthink = time + 15;
741 }
742
743 float raptor_impulse(float _imp)
744 {
745         switch(_imp)
746         {
747                 case 1:
748                 case 230:
749                         self.vehicle.vehicle_weapon2mode = RSM_BOMB;
750                         CSQCVehicleSetup(self, 0);
751                         return true;
752                 case 2:
753                 case 231:
754                         self.vehicle.vehicle_weapon2mode = RSM_FLARE;
755                         CSQCVehicleSetup(self, 0);
756                         return true;
757
758                 case 10:
759                 case 15:
760                 case 18:
761                         self.vehicle.vehicle_weapon2mode += 1;
762                         if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
763                                 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
764
765                         CSQCVehicleSetup(self, 0);
766                         return true;
767                 case 11:
768                 case 12:
769                 case 16:
770                 case 19:
771                         self.vehicle.vehicle_weapon2mode -= 1;
772                         if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
773                                 self.vehicle.vehicle_weapon2mode = RSM_LAST;
774
775                         CSQCVehicleSetup(self, 0);
776                         return true;
777
778                 /*
779                 case 17: // toss gun, could be used to exit?
780                         break;
781                 case 20: // Manual minigun reload?
782                         break;
783                 */
784         }
785         return false;
786 }
787
788 void spawnfunc_vehicle_raptor()
789 {
790         if(!autocvar_g_vehicle_raptor) { remove(self); return; }
791         if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
792 }
793
794 float v_raptor(float req)
795 {
796         switch(req)
797         {
798                 case VR_IMPACT:
799                 {
800                         if(autocvar_g_vehicle_raptor_bouncepain)
801                                 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
802                                 
803                         return true;
804                 }
805                 case VR_ENTER:
806                 {
807                         self.vehicle_weapon2mode = RSM_BOMB;
808                         self.owner.PlayerPhysplug = raptor_takeoff;
809                         self.movetype      = MOVETYPE_BOUNCEMISSILE;
810                         self.solid                = SOLID_SLIDEBOX;
811                         self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
812                         self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
813                         self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
814                         self.tur_head.exteriormodeltoclient = self.owner;
815
816                         self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
817                         self.lip   = time;
818
819                         if(self.owner.flagcarried)
820                            setorigin(self.owner.flagcarried, '-20 0 96');
821
822                         CSQCVehicleSetup(self.owner, 0);
823                         return true;
824                 }
825                 case VR_THINK:
826                 {
827                         return true;
828                 }
829                 case VR_DEATH:
830                 {
831                         self.health                             = 0;
832                         self.event_damage               = func_null;
833                         self.solid                              = SOLID_CORPSE;
834                         self.takedamage                 = DAMAGE_NO;
835                         self.deadflag                   = DEAD_DYING;
836                         self.movetype                   = MOVETYPE_BOUNCE;
837                         self.think                              = raptor_diethink;
838                         self.nextthink                  = time;
839                         self.wait                               = time + 5 + (random() * 5);
840
841                         Send_Effect("explosion_medium", findbetterlocation (self.origin, 16), '0 0 0', 1);
842
843                         self.velocity_z += 600;
844
845                         self.avelocity = '0 0.5 1' * (random() * 400);
846                         self.avelocity -= '0 0.5 1' * (random() * 400);
847
848                         self.colormod = '-0.5 -0.5 -0.5';
849                         self.touch = raptor_blowup;
850                         return true;
851                 }
852                 case VR_SPAWN:
853                 {
854                         if(!self.gun1)
855                         {
856                                 entity spinner;
857                                 vector ofs;
858
859                                 //FIXME: Camera is in a bad place in HUD model.
860                                 //setorigin(self.vehicle_viewport, '25 0 5');
861
862                                 self.vehicles_impulse   = raptor_impulse;
863
864                                 self.frame = 0;
865
866                                 self.bomb1 = spawn();
867                                 self.bomb2 = spawn();
868                                 self.gun1  = spawn();
869                                 self.gun2  = spawn();
870
871                                 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
872                                 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
873                                 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
874                                 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
875                                 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
876
877                                 setattachment(self.bomb1, self, "bombmount_left");
878                                 setattachment(self.bomb2, self, "bombmount_right");
879                                 setattachment(self.tur_head, self,"root");
880
881                                 // FIXMODEL Guns mounts to angled bones
882                                 self.bomb1.angles = self.angles;
883                                 self.angles = '0 0 0';
884                                 // This messes up gun-aim, so work arround it.
885                                 //setattachment(self.gun1, self, "gunmount_left");
886                                 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
887                                 ofs -= self.origin;
888                                 setattachment(self.gun1, self, "");
889                                 setorigin(self.gun1, ofs);
890
891                                 //setattachment(self.gun2, self, "gunmount_right");
892                                 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
893                                 ofs -= self.origin;
894                                 setattachment(self.gun2, self, "");
895                                 setorigin(self.gun2, ofs);
896
897                                 self.angles = self.bomb1.angles;
898                                 self.bomb1.angles = '0 0 0';
899
900                                 spinner = spawn();
901                                 spinner.owner = self;
902                                 setmodel(spinner,"models/vehicles/spinner.dpm");
903                                 setattachment(spinner, self, "engine_left");
904                                 spinner.movetype = MOVETYPE_NOCLIP;
905                                 spinner.avelocity = '0 90 0';
906                                 self.bomb1.gun1 = spinner;
907
908                                 spinner = spawn();
909                                 spinner.owner = self;
910                                 setmodel(spinner,"models/vehicles/spinner.dpm");
911                                 setattachment(spinner, self, "engine_right");
912                                 spinner.movetype = MOVETYPE_NOCLIP;
913                                 spinner.avelocity = '0 -90 0';
914                                 self.bomb1.gun2 = spinner;
915
916                                 // Sigh.
917                                 self.bomb1.think = raptor_rotor_anglefix;
918                                 self.bomb1.nextthink = time;
919
920                                 self.mass                          = 1 ;
921                         }
922
923                         self.frame                = 0;
924                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
925                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
926                         self.movetype      = MOVETYPE_TOSS;
927                         self.solid                = SOLID_SLIDEBOX;
928                         self.vehicle_energy = 1;
929                         
930                         self.PlayerPhysplug = raptor_frame;
931
932                         self.bomb1.gun1.avelocity_y = 90;
933                         self.bomb1.gun2.avelocity_y = -90;
934                         
935                         self.delay = time;
936
937                         self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
938                         self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
939                         self.damageforcescale = 0.25;
940                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
941                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
942                         return true;
943                 }
944                 case VR_SETUP:
945                 {
946                         if(autocvar_g_vehicle_raptor_shield)
947                                 self.vehicle_flags |= VHF_HASSHIELD;
948
949                         if(autocvar_g_vehicle_raptor_shield_regen)
950                                 self.vehicle_flags |= VHF_SHIELDREGEN;
951
952                         if(autocvar_g_vehicle_raptor_health_regen)
953                                 self.vehicle_flags |= VHF_HEALTHREGEN;
954
955                         if(autocvar_g_vehicle_raptor_energy_regen)
956                                 self.vehicle_flags |= VHF_ENERGYREGEN;
957                                 
958                         self.vehicle_exit = raptor_exit;
959                         self.respawntime = autocvar_g_vehicle_raptor_respawntime;
960                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
961                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
962                         self.max_health = self.vehicle_health;
963                                 
964                         return true;
965                 }
966                 case VR_PRECACHE:
967                 {
968                         precache_model ("models/vehicles/raptor.dpm");
969                         precache_model ("models/vehicles/raptor_gun.dpm");
970                         precache_model ("models/vehicles/spinner.dpm");
971                         precache_model ("models/vehicles/raptor_cockpit.dpm");
972                         precache_model ("models/vehicles/clusterbomb_folded.md3");
973                         precache_model ("models/vehicles/raptor_body.dpm");
974
975                         precache_sound ("vehicles/raptor_fly.wav");
976                         precache_sound ("vehicles/raptor_speed.wav");
977                         precache_sound ("vehicles/missile_alarm.wav");
978                 
979                         return true;
980                 }
981         }
982
983         return true;
984 }
985
986 #endif // SVQC
987 #ifdef CSQC
988
989 void RaptorCBShellfragDraw()
990 {
991         if(wasfreed(self))
992                 return;
993
994         Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
995         self.move_avelocity += randomvec() * 15;
996         self.renderflags = 0;
997
998         if(self.cnt < time)
999                 self.alpha = bound(0, self.nextthink - time, 1);
1000
1001         if(self.alpha < ALPHA_MIN_VISIBLE)
1002                 remove(self);
1003 }
1004
1005 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
1006 {
1007         entity sfrag;
1008
1009         sfrag = spawn();
1010         setmodel(sfrag, "models/vehicles/clusterbomb_fragment.md3");
1011         setorigin(sfrag, _org);
1012
1013         sfrag.move_movetype = MOVETYPE_BOUNCE;
1014         sfrag.gravity = 0.15;
1015         sfrag.solid = SOLID_CORPSE;
1016
1017         sfrag.draw = RaptorCBShellfragDraw;
1018
1019         sfrag.move_origin = sfrag.origin = _org;
1020         sfrag.move_velocity = _vel;
1021         sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
1022         sfrag.angles = self.move_angles = _ang;
1023
1024         sfrag.move_time = time;
1025         sfrag.damageforcescale = 4;
1026
1027         sfrag.nextthink = time + 3;
1028         sfrag.cnt = time + 2;
1029         sfrag.alpha = 1;
1030         sfrag.drawmask = MASK_NORMAL;
1031 }
1032
1033 float v_raptor(float req)
1034 {
1035         switch(req)
1036         {
1037                 case VR_HUD:
1038                 {
1039                         string crosshair;
1040
1041                         switch(weapon2mode)
1042                         {
1043                                 case RSM_FLARE: crosshair = vCROSS_RAIN;  break;
1044                                 case RSM_BOMB:  crosshair = vCROSS_BURST; break;
1045                                 default:        crosshair = vCROSS_BURST;
1046                         }
1047                         
1048                         Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
1049                                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1050                                                          "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
1051                                                          crosshair);
1052                         return true;
1053                 }
1054                 case VR_SETUP:
1055                 {
1056                         AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
1057                         return true;
1058                 }
1059                 case VR_PRECACHE:
1060                 {
1061                         return true;
1062                 }
1063         }
1064
1065         return true;
1066 }
1067
1068 #endif // CSQC
1069 #endif // REGISTER_VEHICLE