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