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Vehicles: always show smoke when low on health, even when empty
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1 #ifndef VEHICLE_RAPTOR
2 #define VEHICLE_RAPTOR
3 #include "raptor.qh"
4
5 #include "raptor_weapons.qc"
6
7 CLASS(Raptor, Vehicle)
8 /* spawnflags */ ATTRIB(Raptor, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL);
9 /* mins       */ ATTRIB(Raptor, mins, vector, '-80 -80 0');
10 /* maxs       */ ATTRIB(Raptor, maxs, vector, '80 80 70');
11 /* model          */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm");
12 /* model          */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm");
13 /* head_model */ ATTRIB(Raptor, head_model, string, "");
14 /* hud_model  */ ATTRIB(Raptor, hud_model, string, "models/vehicles/raptor_cockpit.dpm");
15 /* tags       */ ATTRIB(Raptor, tag_head, string, "");
16 /* tags       */ ATTRIB(Raptor, tag_hud, string, "tag_hud");
17 /* tags       */ ATTRIB(Raptor, tag_view, string, "tag_camera");
18 /* netname    */ ATTRIB(Raptor, netname, string, "raptor");
19 /* fullname   */ ATTRIB(Raptor, vehicle_name, string, _("Raptor"));
20 /* icon       */ ATTRIB(Raptor, m_icon, string, "vehicle_raptor");
21 ENDCLASS(Raptor)
22 REGISTER_VEHICLE(RAPTOR, NEW(Raptor));
23
24 #endif
25
26 #ifdef IMPLEMENTATION
27
28 #include "raptor_weapons.qc"
29
30 #ifdef SVQC
31
32 bool autocvar_g_vehicle_raptor;
33
34 float autocvar_g_vehicle_raptor_respawntime;
35 float autocvar_g_vehicle_raptor_takeofftime;
36
37 float autocvar_g_vehicle_raptor_movestyle;
38 float autocvar_g_vehicle_raptor_turnspeed;
39 float autocvar_g_vehicle_raptor_pitchspeed;
40 float autocvar_g_vehicle_raptor_pitchlimit;
41
42 float autocvar_g_vehicle_raptor_speed_forward;
43 float autocvar_g_vehicle_raptor_speed_strafe;
44 float autocvar_g_vehicle_raptor_speed_up;
45 float autocvar_g_vehicle_raptor_speed_down;
46 float autocvar_g_vehicle_raptor_friction;
47
48 float autocvar_g_vehicle_raptor_cannon_turnspeed;
49 float autocvar_g_vehicle_raptor_cannon_turnlimit;
50 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
51 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
52
53 float autocvar_g_vehicle_raptor_cannon_locktarget;
54 float autocvar_g_vehicle_raptor_cannon_locking_time;
55 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
56 float autocvar_g_vehicle_raptor_cannon_locked_time;
57 float autocvar_g_vehicle_raptor_cannon_predicttarget;
58
59 float autocvar_g_vehicle_raptor_energy;
60 float autocvar_g_vehicle_raptor_energy_regen;
61 float autocvar_g_vehicle_raptor_energy_regen_pause;
62
63 float autocvar_g_vehicle_raptor_health;
64 float autocvar_g_vehicle_raptor_health_regen;
65 float autocvar_g_vehicle_raptor_health_regen_pause;
66
67 float autocvar_g_vehicle_raptor_shield;
68 float autocvar_g_vehicle_raptor_shield_regen;
69 float autocvar_g_vehicle_raptor_shield_regen_pause;
70
71 float autocvar_g_vehicle_raptor_bouncefactor;
72 float autocvar_g_vehicle_raptor_bouncestop;
73 vector autocvar_g_vehicle_raptor_bouncepain;
74
75 .entity bomb1;
76 .entity bomb2;
77
78 float raptor_altitude(float amax)
79 {SELFPARAM();
80         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
81         return vlen(self.origin - trace_endpos);
82 }
83
84 void raptor_land()
85 {SELFPARAM();
86         float hgt;
87
88         hgt = raptor_altitude(512);
89         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
90         self.angles_x *= 0.95;
91         self.angles_z *= 0.95;
92
93         if(hgt < 128)
94         if(hgt > 0)
95                 self.frame = (hgt / 128) * 25;
96
97         self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
98         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
99
100         if(hgt < 16)
101         {
102                 self.movetype = MOVETYPE_TOSS;
103                 self.think      = vehicles_think;
104                 self.frame      = 0;
105         }
106
107         self.nextthink  = time;
108
109         CSQCMODEL_AUTOUPDATE(self);
110 }
111
112 void raptor_exit(float eject)
113 {SELFPARAM();
114         vector spot;
115         self.tur_head.exteriormodeltoclient = world;
116
117         if(!IS_DEAD(self))
118         {
119                 self.think        = raptor_land;
120                 self.nextthink  = time;
121         }
122
123         if(!self.owner)
124                 return;
125
126         makevectors(self.angles);
127         if(eject)
128         {
129                 spot = self.origin + v_forward * 100 + '0 0 64';
130                 spot = vehicles_findgoodexit(spot);
131                 setorigin(self.owner , spot);
132                 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
133                 self.owner.oldvelocity = self.owner.velocity;
134         }
135         else
136         {
137                 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
138                 {
139                         self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
140                         self.owner.velocity_z += 200;
141                         spot = self.origin + v_forward * 32 + '0 0 64';
142                         spot = vehicles_findgoodexit(spot);
143                 }
144                 else
145                 {
146                         self.owner.velocity = self.velocity * 0.5;
147                         self.owner.velocity_z += 10;
148                         spot = self.origin - v_forward * 200 + '0 0 64';
149                         spot = vehicles_findgoodexit(spot);
150                 }
151                 self.owner.oldvelocity = self.owner.velocity;
152                 setorigin(self.owner , spot);
153         }
154
155         antilag_clear(self.owner);
156         self.owner = world;
157 }
158
159 float raptor_frame()
160 {SELFPARAM();
161         entity player, raptor;
162         float ftmp = 0;
163         vector df;
164
165         if(intermission_running)
166         {
167                 self.vehicle.velocity = '0 0 0';
168                 self.vehicle.avelocity = '0 0 0';
169                 return 1;
170         }
171
172         player = self;
173         raptor = self.vehicle;
174         setself(raptor);
175
176         vehicles_frame(raptor, player);
177
178         /*
179         ftmp = vlen(self.velocity);
180         if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
181                 ftmp = 1;
182         else
183                 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
184         */
185
186         if(self.sound_nexttime < time)
187         {
188                 self.sound_nexttime = time + 7.955812;
189                 //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp,   ATTEN_NORM );
190                 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
191                 self.wait = ftmp;
192         }
193         /*
194         else if(fabs(ftmp - self.wait) > 0.2)
195         {
196                 sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp,   ATTEN_NORM );
197                 sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
198                 self.wait = ftmp;
199         }
200         */
201
202         if(IS_DEAD(raptor))
203         {
204                 setself(player);
205                 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
206                 return 1;
207         }
208         crosshair_trace(player);
209
210         //if(time - self.lastteleporttime < 1)
211         //{
212                 if(raptor.angles_z > 50 || raptor.angles_z < -50)
213                 {
214                         if(player.BUTTON_JUMP)
215                         {
216                                 player.BUTTON_CROUCH = true;
217                                 player.BUTTON_JUMP = false;
218                         }
219                 }
220         //}
221
222         vector vang;
223         vang = raptor.angles;
224         df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
225         vang_x *= -1;
226         df_x *= -1;
227         if(df_x > 180)  df_x -= 360;
228         if(df_x < -180) df_x += 360;
229         if(df_y > 180)  df_y -= 360;
230         if(df_y < -180) df_y += 360;
231
232         ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
233         if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
234         raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
235
236         // Pitch
237         ftmp = 0;
238         if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
239         else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
240
241         df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
242         ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
243         raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
244
245         raptor.angles_x = anglemods(raptor.angles_x);
246         raptor.angles_y = anglemods(raptor.angles_y);
247         raptor.angles_z = anglemods(raptor.angles_z);
248
249         if(autocvar_g_vehicle_raptor_movestyle == 1)
250                 makevectors('0 1 0' * raptor.angles_y);
251         else
252                 makevectors(player.v_angle);
253
254         df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
255
256         if(player.movement_x != 0)
257         {
258                 if(player.movement_x > 0)
259                         df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
260                 else if(player.movement_x < 0)
261                         df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
262         }
263
264         if(player.movement_y != 0)
265         {
266                 if(player.movement_y < 0)
267                         df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
268                 else if(player.movement_y > 0)
269                         df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
270
271                 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
272         }
273         else
274         {
275                 raptor.angles_z *= 0.95;
276                 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
277                         raptor.angles_z = 0;
278         }
279
280         if(player.BUTTON_CROUCH)
281                 df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
282         else if (player.BUTTON_JUMP)
283                 df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
284
285         raptor.velocity  += df * frametime;
286         player.velocity = player.movement  = raptor.velocity;
287         setorigin(player, raptor.origin + '0 0 32');
288
289         player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
290
291         vector vf, ad;
292         // Target lock & predict
293         if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
294         {
295                 if(raptor.gun1.lock_time < time || IS_DEAD(raptor.gun1.enemy) || STAT(FROZEN, raptor.gun1.enemy))
296                         raptor.gun1.enemy = world;
297
298                 if(trace_ent)
299                 if(trace_ent.movetype)
300                 if(trace_ent.takedamage)
301                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
302                 {
303                         if(teamplay)
304                         {
305                                 if(trace_ent.team != player.team)
306                                 {
307                                         raptor.gun1.enemy = trace_ent;
308                                         raptor.gun1.lock_time = time + 5;
309                                 }
310                         }
311                         else
312                         {
313                                 raptor.gun1.enemy = trace_ent;
314                                 raptor.gun1.lock_time = time + 0.5;
315                         }
316                 }
317
318                 if(raptor.gun1.enemy)
319                 {
320                         float distance, impact_time;
321
322                         vf = real_origin(raptor.gun1.enemy);
323                         UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
324                         vector _vel = raptor.gun1.enemy.velocity;
325                         if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
326                                 _vel_z *= 0.1;
327
328                         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
329                         {
330                                 ad = vf;
331                                 distance = vlen(ad - player.origin);
332                                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
333                                 ad = vf + _vel * impact_time;
334                                 trace_endpos = ad;
335                         }
336                         else
337                                 trace_endpos = vf;
338                 }
339         }
340         else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
341         {
342
343                 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
344                                                          (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
345                                                          autocvar_g_vehicle_raptor_cannon_locked_time);
346
347                 if(self.lock_target != world)
348                 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
349                 if(self.lock_strength == 1)
350                 {
351                         float i, distance, impact_time;
352
353                         vf = real_origin(raptor.lock_target);
354                         ad = vf;
355                         for(i = 0; i < 4; ++i)
356                         {
357                                 distance = vlen(ad - raptor.origin);
358                                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
359                                 ad = vf + raptor.lock_target.velocity * impact_time;
360                         }
361                         trace_endpos = ad;
362                 }
363
364                 if(self.lock_target)
365                 {
366                         if(raptor.lock_strength == 1)
367                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
368                         else if(self.lock_strength > 0.5)
369                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
370                         else if(self.lock_strength < 0.5)
371                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
372                 }
373         }
374
375
376         vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
377                                                   autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
378                                                   autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
379
380         vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
381                                                   autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
382                                                   autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
383
384         /*
385         ad = ad * 0.5;
386         v_forward = vf * 0.5;
387         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
388         UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
389         */
390
391         Weapon wep1 = WEP_RAPTOR;
392         if(!forbidWeaponUse(player))
393         if(player.BUTTON_ATCK)
394         if (wep1.wr_checkammo1(wep1))
395         {
396             .entity weaponentity = weaponentities[0];
397                 wep1.wr_think(wep1, self, weaponentity, 1);
398         }
399
400         if(self.vehicle_flags  & VHF_SHIELDREGEN)
401                 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);
402
403         if(self.vehicle_flags  & VHF_HEALTHREGEN)
404                 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);
405
406         if(self.vehicle_flags  & VHF_ENERGYREGEN)
407                 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);
408
409         Weapon wep2a = WEP_RAPTOR_BOMB;
410         if(!forbidWeaponUse(player))
411         if(raptor.vehicle_weapon2mode == RSM_BOMB)
412         {
413                 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
414                 if(player.BUTTON_ATCK2)
415                 {
416                     .entity weaponentity = weaponentities[1];
417                         wep2a.wr_think(wep2a, self, weaponentity, 2);
418                         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
419                         raptor.lip   = time;
420                 }
421         }
422         else
423         {
424                 Weapon wep2b = WEP_RAPTOR_FLARE;
425                 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
426                 if(player.BUTTON_ATCK2)
427                 {
428                     .entity weaponentity = weaponentities[1];
429                         wep2b.wr_think(wep2b, self, weaponentity, 2);
430                         raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
431                         raptor.lip   = time;
432                 }
433         }
434
435         raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
436         player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
437         player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
438
439         if(self.bomb1.cnt < time)
440         {
441                 entity _missile = findchainentity(enemy, raptor);
442                 float _incomming = 0;
443                 while(_missile)
444                 {
445                         if(_missile.flags & FL_PROJECTILE)
446                         if(MISSILE_IS_TRACKING(_missile))
447                         if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
448                                 ++_incomming;
449
450                         _missile = _missile.chain;
451                 }
452
453                 if(_incomming)
454                         sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
455
456                 self.bomb1.cnt = time + 1;
457         }
458
459
460         VEHICLE_UPDATE_PLAYER(player, health, raptor);
461         VEHICLE_UPDATE_PLAYER(player, energy, raptor);
462         if(self.vehicle_flags & VHF_HASSHIELD)
463                 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
464
465         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
466
467         setself(player);
468         return 1;
469 }
470
471 float raptor_takeoff()
472 {SELFPARAM();
473         entity player, raptor;
474
475         player = self;
476         raptor = self.vehicle;
477         setself(raptor);
478
479         self.nextthink = time;
480         CSQCMODEL_AUTOUPDATE(self);
481         self.nextthink = 0; // will this work?
482
483         if(self.sound_nexttime < time)
484         {
485                 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
486                 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
487         }
488
489         // Takeoff sequense
490         if(raptor.frame < 25)
491         {
492                 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
493                 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
494                 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
495                 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
496                 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
497
498                 setorigin(player, raptor.origin + '0 0 32');
499         }
500         else
501                 player.PlayerPhysplug = raptor_frame;
502
503         if(self.vehicle_flags  & VHF_SHIELDREGEN)
504                 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);
505
506         if(self.vehicle_flags  & VHF_HEALTHREGEN)
507                 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);
508
509         if(self.vehicle_flags  & VHF_ENERGYREGEN)
510                 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);
511
512
513         raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
514         player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
515         player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
516
517         VEHICLE_UPDATE_PLAYER(player, health, raptor);
518         VEHICLE_UPDATE_PLAYER(player, energy, raptor);
519         if(self.vehicle_flags & VHF_HASSHIELD)
520                 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
521
522         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
523         setself(player);
524         return 1;
525 }
526
527 void raptor_blowup()
528 {SELFPARAM();
529         self.deadflag   = DEAD_DEAD;
530         self.vehicle_exit(VHEF_NORMAL);
531         RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
532
533         self.alpha                = -1;
534         self.movetype      = MOVETYPE_NONE;
535         self.effects            = EF_NODRAW;
536         self.colormod      = '0 0 0';
537         self.avelocity    = '0 0 0';
538         self.velocity      = '0 0 0';
539
540         setorigin(self, self.pos1);
541         self.touch = func_null;
542         self.nextthink = 0;
543 }
544
545 void raptor_diethink()
546 {SELFPARAM();
547         if(time >= self.wait)
548                 self.think = raptor_blowup;
549
550         if(random() < 0.05)
551         {
552                 sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
553                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
554         }
555         self.nextthink = time;
556
557         CSQCMODEL_AUTOUPDATE(self);
558 }
559
560 // If we dont do this ever now and then, the raptors rotors
561 // stop working, presumably due to angle overflow. cute.
562 void raptor_rotor_anglefix()
563 {SELFPARAM();
564         self.gun1.angles_y = anglemods(self.gun1.angles_y);
565         self.gun2.angles_y = anglemods(self.gun2.angles_y);
566         self.nextthink = time + 15;
567 }
568
569 float raptor_impulse(float _imp)
570 {SELFPARAM();
571         switch(_imp)
572         {
573                 case IMP_weapon_group_1.impulse:
574                         self.vehicle.vehicle_weapon2mode = RSM_BOMB;
575                         CSQCVehicleSetup(self, 0);
576                         return true;
577                 case IMP_weapon_group_2.impulse:
578                         self.vehicle.vehicle_weapon2mode = RSM_FLARE;
579                         CSQCVehicleSetup(self, 0);
580                         return true;
581
582                 case IMP_weapon_next_byid.impulse:
583                 case IMP_weapon_next_bypriority.impulse:
584                 case IMP_weapon_next_bygroup.impulse:
585                         self.vehicle.vehicle_weapon2mode += 1;
586                         if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
587                                 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
588
589                         CSQCVehicleSetup(self, 0);
590                         return true;
591                 case IMP_weapon_last.impulse:
592                 case IMP_weapon_prev_byid.impulse:
593                 case IMP_weapon_prev_bypriority.impulse:
594                 case IMP_weapon_prev_bygroup.impulse:
595                         self.vehicle.vehicle_weapon2mode -= 1;
596                         if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
597                                 self.vehicle.vehicle_weapon2mode = RSM_LAST;
598
599                         CSQCVehicleSetup(self, 0);
600                         return true;
601
602                 /*
603                 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
604                         break;
605                 case IMP_weapon_reload.impulse: // Manual minigun reload?
606                         break;
607                 */
608         }
609         return false;
610 }
611
612 spawnfunc(vehicle_raptor)
613 {
614         if(!autocvar_g_vehicle_raptor) { remove(self); return; }
615         if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
616 }
617
618                 METHOD(Raptor, vr_impact, void(Raptor thisveh))
619                 {
620                         if(autocvar_g_vehicle_raptor_bouncepain)
621                                 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
622                 }
623                 METHOD(Raptor, vr_enter, void(Raptor thisveh))
624                 {
625                         self.vehicle_weapon2mode = RSM_BOMB;
626                         self.owner.PlayerPhysplug = raptor_takeoff;
627                         self.movetype      = MOVETYPE_BOUNCEMISSILE;
628                         self.solid                = SOLID_SLIDEBOX;
629                         self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
630                         self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
631                         self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
632                         self.tur_head.exteriormodeltoclient = self.owner;
633
634                         self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
635                         self.lip   = time;
636
637                         if(self.owner.flagcarried)
638                            setorigin(self.owner.flagcarried, '-20 0 96');
639
640                         CSQCVehicleSetup(self.owner, 0);
641                 }
642                 METHOD(Raptor, vr_death, void(Raptor thisveh))
643                 {
644                         self.health                             = 0;
645                         self.event_damage               = func_null;
646                         self.solid                              = SOLID_CORPSE;
647                         self.takedamage                 = DAMAGE_NO;
648                         self.deadflag                   = DEAD_DYING;
649                         self.movetype                   = MOVETYPE_BOUNCE;
650                         self.think                              = raptor_diethink;
651                         self.nextthink                  = time;
652                         self.wait                               = time + 5 + (random() * 5);
653
654                         Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
655
656                         self.velocity_z += 600;
657
658                         self.avelocity = '0 0.5 1' * (random() * 400);
659                         self.avelocity -= '0 0.5 1' * (random() * 400);
660
661                         self.colormod = '-0.5 -0.5 -0.5';
662                         self.touch = raptor_blowup;
663                 }
664                 METHOD(Raptor, vr_spawn, void(Raptor thisveh))
665                 {
666                         if(!self.gun1)
667                         {
668                                 entity spinner;
669                                 vector ofs;
670
671                                 //FIXME: Camera is in a bad place in HUD model.
672                                 //setorigin(self.vehicle_viewport, '25 0 5');
673
674                                 self.vehicles_impulse   = raptor_impulse;
675
676                                 self.frame = 0;
677
678                                 self.bomb1 = new(raptor_bomb);
679                                 self.bomb2 = new(raptor_bomb);
680                                 self.gun1  = new(raptor_gun);
681                                 self.gun2  = new(raptor_gun);
682
683                                 setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
684                                 setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
685                                 setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
686                                 setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
687                                 setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
688
689                                 setattachment(self.bomb1, self, "bombmount_left");
690                                 setattachment(self.bomb2, self, "bombmount_right");
691                                 setattachment(self.tur_head, self,"root");
692
693                                 // FIXMODEL Guns mounts to angled bones
694                                 self.bomb1.angles = self.angles;
695                                 self.angles = '0 0 0';
696                                 // This messes up gun-aim, so work arround it.
697                                 //setattachment(self.gun1, self, "gunmount_left");
698                                 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
699                                 ofs -= self.origin;
700                                 setattachment(self.gun1, self, "");
701                                 setorigin(self.gun1, ofs);
702
703                                 //setattachment(self.gun2, self, "gunmount_right");
704                                 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
705                                 ofs -= self.origin;
706                                 setattachment(self.gun2, self, "");
707                                 setorigin(self.gun2, ofs);
708
709                                 self.angles = self.bomb1.angles;
710                                 self.bomb1.angles = '0 0 0';
711
712                                 spinner = new(raptor_spinner);
713                                 spinner.owner = self;
714                                 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
715                                 setattachment(spinner, self, "engine_left");
716                                 spinner.movetype = MOVETYPE_NOCLIP;
717                                 spinner.avelocity = '0 90 0';
718                                 self.bomb1.gun1 = spinner;
719
720                                 spinner = new(raptor_spinner);
721                                 spinner.owner = self;
722                                 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
723                                 setattachment(spinner, self, "engine_right");
724                                 spinner.movetype = MOVETYPE_NOCLIP;
725                                 spinner.avelocity = '0 -90 0';
726                                 self.bomb1.gun2 = spinner;
727
728                                 // Sigh.
729                                 self.bomb1.think = raptor_rotor_anglefix;
730                                 self.bomb1.nextthink = time;
731
732                                 self.mass                          = 1 ;
733                         }
734
735                         self.frame                = 0;
736                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
737                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
738                         self.movetype      = MOVETYPE_TOSS;
739                         self.solid                = SOLID_SLIDEBOX;
740                         self.vehicle_energy = 1;
741
742                         self.PlayerPhysplug = raptor_frame;
743
744                         self.bomb1.gun1.avelocity_y = 90;
745                         self.bomb1.gun2.avelocity_y = -90;
746
747                         self.delay = time;
748
749                         self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
750                         self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
751                         self.damageforcescale = 0.25;
752                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
753                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
754                 }
755                 METHOD(Raptor, vr_setup, void(Raptor thisveh))
756                 {
757                         if(autocvar_g_vehicle_raptor_shield)
758                                 self.vehicle_flags |= VHF_HASSHIELD;
759
760                         if(autocvar_g_vehicle_raptor_shield_regen)
761                                 self.vehicle_flags |= VHF_SHIELDREGEN;
762
763                         if(autocvar_g_vehicle_raptor_health_regen)
764                                 self.vehicle_flags |= VHF_HEALTHREGEN;
765
766                         if(autocvar_g_vehicle_raptor_energy_regen)
767                                 self.vehicle_flags |= VHF_ENERGYREGEN;
768
769                         self.vehicle_exit = raptor_exit;
770                         self.respawntime = autocvar_g_vehicle_raptor_respawntime;
771                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
772                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
773                         self.max_health = self.vehicle_health;
774                 }
775
776 #endif
777 #ifdef CSQC
778
779                 METHOD(Raptor, vr_hud, void(Raptor thisveh))
780                 {
781                         Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
782                                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
783                                                          "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
784                 }
785                 METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
786                 {
787                         string crosshair;
788
789                         switch(weapon2mode)
790                         {
791                                 case RSM_FLARE: crosshair = vCROSS_RAIN;  break;
792                                 case RSM_BOMB:  crosshair = vCROSS_BURST; break;
793                                 default:        crosshair = vCROSS_BURST;
794                         }
795
796                         vector tmpSize = '0 0 0';
797                         if(weapon2mode != RSM_FLARE)
798                         {
799                                 vector where;
800
801                                 if(!dropmark)
802                                 {
803                                         dropmark = spawn();
804                                         dropmark.owner = self;
805                                         dropmark.gravity = 1;
806                                 }
807
808                                 float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
809                                 if(reload2 == 1)
810                                 {
811                                         setorigin(dropmark, pmove_org);
812                                         dropmark.velocity = pmove_vel;
813                                         tracetoss(dropmark, self);
814
815                                         where = project_3d_to_2d(trace_endpos);
816
817                                         setorigin(dropmark, trace_endpos);
818                                         tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
819
820                                         if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
821                                         {
822                                                 where.x -= tmpSize.x * 0.5;
823                                                 where.y -= tmpSize.y * 0.5;
824                                                 where.z = 0;
825                                                 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
826                                                 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
827                                         }
828                                         dropmark.cnt = time + 5;
829                                 }
830                                 else
831                                 {
832                                         if(dropmark.cnt > time)
833                                         {
834                                                 where = project_3d_to_2d(dropmark.origin);
835                                                 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
836
837                                                 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
838                                                 {
839                                                         where.x -= tmpSize.x * 0.5;
840                                                         where.y -= tmpSize.y * 0.5;
841                                                         where.z = 0;
842                                                         drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
843                                                         drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
844                                                 }
845                                         }
846                                 }
847                         }
848
849                         Vehicles_drawCrosshair(crosshair);
850                 }
851                 METHOD(Raptor, vr_setup, void(Raptor thisveh))
852                 {
853                         AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
854                 }
855
856 #endif
857 #endif