5 REGISTER_VEHICLE_SIMPLE(
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",
12 /* hud_model */ "models/vehicles/raptor_cockpit.dpm",
13 /* tags */ "", "tag_hud", "tag_camera",
14 /* netname */ "raptor",
15 /* fullname */ _("Raptor")
17 this.m_icon = "vehicle_raptor";
24 bool autocvar_g_vehicle_raptor;
26 float autocvar_g_vehicle_raptor_respawntime;
27 float autocvar_g_vehicle_raptor_takeofftime;
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;
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;
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;
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;
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;
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;
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;
75 float autocvar_g_vehicle_raptor_energy;
76 float autocvar_g_vehicle_raptor_energy_regen;
77 float autocvar_g_vehicle_raptor_energy_regen_pause;
79 float autocvar_g_vehicle_raptor_health;
80 float autocvar_g_vehicle_raptor_health_regen;
81 float autocvar_g_vehicle_raptor_health_regen_pause;
83 float autocvar_g_vehicle_raptor_shield;
84 float autocvar_g_vehicle_raptor_shield_regen;
85 float autocvar_g_vehicle_raptor_shield_regen_pause;
87 float autocvar_g_vehicle_raptor_bouncefactor;
88 float autocvar_g_vehicle_raptor_bouncestop;
89 vector autocvar_g_vehicle_raptor_bouncepain;
94 float raptor_altitude(float amax)
96 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
97 return vlen(self.origin - trace_endpos);
100 void raptor_bomblet_boom()
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);
109 void raptor_bomblet_touch()
111 if(other == self.owner)
115 self.think = raptor_bomblet_boom;
116 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
119 void raptor_bomb_burst()
122 if(autocvar_g_vehicle_raptor_bomblet_alt)
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))
128 UpdateCSQCProjectile(self);
136 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
138 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
141 setorigin(bomblet, self.origin);
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);
151 PROJECTILE_MAKETRIGGER(bomblet);
152 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
158 void raptor_bombdrop()
160 entity bomb_1, bomb_2;
165 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
166 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
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;
174 if(autocvar_g_vehicle_raptor_bomblet_alt)
175 bomb_1.nextthink = bomb_2.nextthink = time;
177 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
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;
184 PROJECTILE_MAKETRIGGER(bomb_1);
185 PROJECTILE_MAKETRIGGER(bomb_2);
187 CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
188 CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
192 void raptor_fire_cannon(entity gun, string tagname)
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);
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;
211 self.frame = (hgt / 128) * 25;
213 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
214 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
218 self.movetype = MOVETYPE_TOSS;
219 self.think = vehicles_think;
223 self.nextthink = time;
225 CSQCMODEL_AUTOUPDATE();
228 void raptor_exit(float eject)
231 self.tur_head.exteriormodeltoclient = world;
233 if(self.deadflag == DEAD_NO)
235 self.think = raptor_land;
236 self.nextthink = time;
242 makevectors(self.angles);
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;
253 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
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);
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);
267 self.owner.oldvelocity = self.owner.velocity;
268 setorigin(self.owner , spot);
271 antilag_clear(self.owner);
275 void raptor_flare_touch()
280 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
282 self.health -= damage;
287 void raptor_flare_think()
289 self.nextthink = time + 0.1;
290 entity _missile = findchainentity(enemy, self.owner);
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;
300 if(self.tur_impacttime < time)
306 entity player, raptor;
310 if(intermission_running)
312 self.vehicle.velocity = '0 0 0';
313 self.vehicle.avelocity = '0 0 0';
318 raptor = self.vehicle;
321 vehicles_painframe();
323 ftmp = vlen(self.velocity);
324 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
327 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
330 if(self.sound_nexttime < time)
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);
338 else if(fabs(ftmp - self.wait) > 0.2)
340 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTEN_NORM );
341 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
346 if(raptor.deadflag != DEAD_NO)
349 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
352 crosshair_trace(player);
354 //if(time - self.lastteleporttime < 1)
356 if(raptor.angles_z > 50 || raptor.angles_z < -50)
358 if(player.BUTTON_JUMP)
360 player.BUTTON_CROUCH = true;
361 player.BUTTON_JUMP = false;
367 vang = raptor.angles;
368 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
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;
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);
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;
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);
389 raptor.angles_x = anglemods(raptor.angles_x);
390 raptor.angles_y = anglemods(raptor.angles_y);
391 raptor.angles_z = anglemods(raptor.angles_z);
393 if(autocvar_g_vehicle_raptor_movestyle == 1)
394 makevectors('0 1 0' * raptor.angles_y);
396 makevectors(player.v_angle);
398 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
400 if(player.movement_x != 0)
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;
408 if(player.movement_y != 0)
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;
415 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
419 raptor.angles_z *= 0.95;
420 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
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;
429 raptor.velocity += df * frametime;
430 player.velocity = player.movement = raptor.velocity;
431 setorigin(player, raptor.origin + '0 0 32');
433 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
436 // Target lock & predict
437 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
439 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
440 raptor.gun1.enemy = world;
443 if(trace_ent.movetype)
444 if(trace_ent.takedamage)
445 if(!trace_ent.deadflag)
449 if(trace_ent.team != player.team)
451 raptor.gun1.enemy = trace_ent;
452 raptor.gun1.lock_time = time + 5;
457 raptor.gun1.enemy = trace_ent;
458 raptor.gun1.lock_time = time + 0.5;
462 if(raptor.gun1.enemy)
464 float distance, impact_time;
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)
472 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
475 distance = vlen(ad - player.origin);
476 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
477 ad = vf + _vel * impact_time;
484 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
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);
491 if(self.lock_target != world)
492 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
493 if(self.lock_strength == 1)
495 float i, distance, impact_time;
497 vf = real_origin(raptor.lock_target);
499 for(i = 0; i < 4; ++i)
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;
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);
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);
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);
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);
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)
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");
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;
552 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
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);
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);
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);
565 if(!forbidWeaponUse(player))
566 if(raptor.vehicle_weapon2mode == RSM_BOMB)
568 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
569 if(player.BUTTON_ATCK2)
572 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
578 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
579 if(player.BUTTON_ATCK2)
584 for(i = 0; i < 3; ++i)
587 setmodel(_flare, "models/runematch/rune.mdl");
588 _flare.effects = EF_LOWPRECISION | EF_FLAME;
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;
601 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
602 _flare.touch = raptor_flare_touch;
604 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
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;
613 if(self.bomb1.cnt < time)
615 entity _missile = findchainentity(enemy, raptor);
616 float _incomming = 0;
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)
624 _missile = _missile.chain;
628 sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
630 self.bomb1.cnt = time + 1;
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);
639 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
645 float raptor_takeoff()
647 entity player, raptor;
650 raptor = self.vehicle;
653 self.nextthink = time;
654 CSQCMODEL_AUTOUPDATE();
655 self.nextthink = 0; // will this work?
657 if(self.sound_nexttime < time)
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);
664 if(raptor.frame < 25)
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;
672 setorigin(player, raptor.origin + '0 0 32');
675 player.PlayerPhysplug = raptor_frame;
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);
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);
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);
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;
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);
696 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
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);
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';
714 setorigin(self, self.pos1);
715 self.touch = func_null;
719 void raptor_diethink()
721 if(time >= self.wait)
722 self.think = raptor_blowup;
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);
729 self.nextthink = time;
731 CSQCMODEL_AUTOUPDATE();
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()
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;
743 float raptor_impulse(float _imp)
749 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
750 CSQCVehicleSetup(self, 0);
754 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
755 CSQCVehicleSetup(self, 0);
761 self.vehicle.vehicle_weapon2mode += 1;
762 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
763 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
765 CSQCVehicleSetup(self, 0);
771 self.vehicle.vehicle_weapon2mode -= 1;
772 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
773 self.vehicle.vehicle_weapon2mode = RSM_LAST;
775 CSQCVehicleSetup(self, 0);
779 case 17: // toss gun, could be used to exit?
781 case 20: // Manual minigun reload?
788 void spawnfunc_vehicle_raptor()
790 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
791 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
794 float v_raptor(float req)
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);
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;
816 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
819 if(self.owner.flagcarried)
820 setorigin(self.owner.flagcarried, '-20 0 96');
822 CSQCVehicleSetup(self.owner, 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);
841 Send_Effect("explosion_medium", findbetterlocation (self.origin, 16), '0 0 0', 1);
843 self.velocity_z += 600;
845 self.avelocity = '0 0.5 1' * (random() * 400);
846 self.avelocity -= '0 0.5 1' * (random() * 400);
848 self.colormod = '-0.5 -0.5 -0.5';
849 self.touch = raptor_blowup;
859 //FIXME: Camera is in a bad place in HUD model.
860 //setorigin(self.vehicle_viewport, '25 0 5');
862 self.vehicles_impulse = raptor_impulse;
866 self.bomb1 = spawn();
867 self.bomb2 = spawn();
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");
877 setattachment(self.bomb1, self, "bombmount_left");
878 setattachment(self.bomb2, self, "bombmount_right");
879 setattachment(self.tur_head, self,"root");
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"));
888 setattachment(self.gun1, self, "");
889 setorigin(self.gun1, ofs);
891 //setattachment(self.gun2, self, "gunmount_right");
892 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
894 setattachment(self.gun2, self, "");
895 setorigin(self.gun2, ofs);
897 self.angles = self.bomb1.angles;
898 self.bomb1.angles = '0 0 0';
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;
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;
917 self.bomb1.think = raptor_rotor_anglefix;
918 self.bomb1.nextthink = time;
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;
930 self.PlayerPhysplug = raptor_frame;
932 self.bomb1.gun1.avelocity_y = 90;
933 self.bomb1.gun2.avelocity_y = -90;
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;
946 if(autocvar_g_vehicle_raptor_shield)
947 self.vehicle_flags |= VHF_HASSHIELD;
949 if(autocvar_g_vehicle_raptor_shield_regen)
950 self.vehicle_flags |= VHF_SHIELDREGEN;
952 if(autocvar_g_vehicle_raptor_health_regen)
953 self.vehicle_flags |= VHF_HEALTHREGEN;
955 if(autocvar_g_vehicle_raptor_energy_regen)
956 self.vehicle_flags |= VHF_ENERGYREGEN;
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;
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");
975 precache_sound ("vehicles/raptor_fly.wav");
976 precache_sound ("vehicles/raptor_speed.wav");
977 precache_sound ("vehicles/missile_alarm.wav");
989 void RaptorCBShellfragDraw()
994 Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
995 self.move_avelocity += randomvec() * 15;
996 self.renderflags = 0;
999 self.alpha = bound(0, self.nextthink - time, 1);
1001 if(self.alpha < ALPHA_MIN_VISIBLE)
1005 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
1010 setmodel(sfrag, "models/vehicles/clusterbomb_fragment.md3");
1011 setorigin(sfrag, _org);
1013 sfrag.move_movetype = MOVETYPE_BOUNCE;
1014 sfrag.gravity = 0.15;
1015 sfrag.solid = SOLID_CORPSE;
1017 sfrag.draw = RaptorCBShellfragDraw;
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;
1024 sfrag.move_time = time;
1025 sfrag.damageforcescale = 4;
1027 sfrag.nextthink = time + 3;
1028 sfrag.cnt = time + 2;
1030 sfrag.drawmask = MASK_NORMAL;
1033 float v_raptor(float req)
1043 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
1044 case RSM_BOMB: crosshair = vCROSS_BURST; break;
1045 default: crosshair = vCROSS_BURST;
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,
1056 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
1069 #endif // REGISTER_VEHICLE