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Merge remote branch 'origin/master' into tzork/vehicles-2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #ifdef SVQC
2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
4 //#define RAPTOR_ENGINE "sound/vehicles/raptor.wav"
5 float autocvar_g_vehicle_raptor_respawntime;
6
7 float autocvar_g_vehicle_raptor_movestyle;
8 float autocvar_g_vehicle_raptor_turnspeed;
9 float autocvar_g_vehicle_raptor_pitchspeed;
10 float autocvar_g_vehicle_raptor_pitchlimit;
11
12 float autocvar_g_vehicle_raptor_speed_forward;
13 float autocvar_g_vehicle_raptor_speed_strafe;
14 float autocvar_g_vehicle_raptor_speed_up;
15 float autocvar_g_vehicle_raptor_speed_down;
16 float autocvar_g_vehicle_raptor_friction;
17
18 float autocvar_g_vehicle_raptor_bomblets;
19 float autocvar_g_vehicle_raptor_bomblet_alt;
20 float autocvar_g_vehicle_raptor_bomblet_time;
21 float autocvar_g_vehicle_raptor_bomblet_damage;
22 float autocvar_g_vehicle_raptor_bomblet_spread;
23 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
24 float autocvar_g_vehicle_raptor_bomblet_radius;
25 float autocvar_g_vehicle_raptor_bomblet_force;
26 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
27 float autocvar_g_vehicle_raptor_bombs_refire;
28
29 float autocvar_g_vehicle_raptor_cannon_turnspeed;
30 float autocvar_g_vehicle_raptor_cannon_turnlimit;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
32 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
33
34 float autocvar_g_vehicle_raptor_cannon_locktarget;
35 float autocvar_g_vehicle_raptor_cannon_locking_time;
36 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
37 float autocvar_g_vehicle_raptor_cannon_locked_time;
38 float autocvar_g_vehicle_raptor_cannon_predicttarget;
39
40 float autocvar_g_vehicle_raptor_cannon_cost;
41 float autocvar_g_vehicle_raptor_cannon_damage;
42 float autocvar_g_vehicle_raptor_cannon_radius;
43 float autocvar_g_vehicle_raptor_cannon_refire;
44 float autocvar_g_vehicle_raptor_cannon_speed;
45 float autocvar_g_vehicle_raptor_cannon_spread;
46 float autocvar_g_vehicle_raptor_cannon_force;
47
48 float autocvar_g_vehicle_raptor_energy;
49 float autocvar_g_vehicle_raptor_energy_regen;
50 float autocvar_g_vehicle_raptor_energy_regen_pause;
51
52 float autocvar_g_vehicle_raptor_health;
53 float autocvar_g_vehicle_raptor_health_regen;
54 float autocvar_g_vehicle_raptor_health_regen_pause;
55
56 float autocvar_g_vehicle_raptor_shield;
57 float autocvar_g_vehicle_raptor_shield_regen;
58 float autocvar_g_vehicle_raptor_shield_regen_pause;
59
60 void raptor_spawn();
61 float raptor_frame();
62 float raptor_takeoff();
63
64 .entity bomb1;
65 .entity bomb2;
66
67 float raptor_altitude(float amax)
68 {
69         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70     return vlen(self.origin - trace_endpos);
71 }
72
73
74 void raptor_bomblet_boom()
75 {
76     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
77                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
78                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
79                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
80     remove(self);
81 }
82
83 void raptor_bomblet_touch()
84 {
85     if(other == self.owner)
86         return;
87
88     PROJECTILE_TOUCH;
89     self.think = raptor_bomblet_boom;
90     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
91 }
92
93 void raptor_bomb_burst()
94 {
95     if(self.cnt > time)
96     if(autocvar_g_vehicle_raptor_bomblet_alt)
97     {
98         self.nextthink = time;
99         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
100         if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
101         {
102             UpdateCSQCProjectile(self);
103             return;
104         }
105     }
106
107     entity bomblet;
108     float i;
109
110     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
111
112     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
113     {
114         bomblet = spawn();
115         setorigin(bomblet, self.origin);
116
117         bomblet.movetype    = MOVETYPE_TOSS;
118         bomblet.touch       = raptor_bomblet_touch;
119         bomblet.think       = raptor_bomblet_boom;
120         bomblet.nextthink   = time + 5;
121         bomblet.owner       = self.owner;
122         bomblet.realowner   = self.realowner;
123         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
124
125         PROJECTILE_MAKETRIGGER(bomblet);
126         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
127     }
128
129     remove(self);
130 }
131
132 void raptor_bomb_touch()
133 {
134     raptor_bomb_burst();
135 }
136
137 void raptor_bombdrop()
138 {
139     entity bomb_1, bomb_2;
140
141     bomb_1 = spawn();
142     bomb_2 = spawn();
143
144     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
146
147     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
148     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
149     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
150     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
151     bomb_1.cnt          = bomb_2.cnt        = time + 10;
152
153     if(autocvar_g_vehicle_raptor_bomblet_alt)
154         bomb_1.nextthink = bomb_2.nextthink  = time;
155     else
156         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
157
158     bomb_1.owner     = bomb_2.owner      = self;
159     bomb_1.realowner = bomb_2.realowner  = self.owner;
160     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
161     bomb_1.gravity   = bomb_2.gravity    = 1;
162
163     PROJECTILE_MAKETRIGGER(bomb_1);
164     PROJECTILE_MAKETRIGGER(bomb_2);
165
166     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
168
169 }
170
171
172 void raptor_fire_cannon(entity gun, string tagname)
173 {
174     entity bolt;
175     vector b_org;
176     b_org = gettaginfo(gun, gettagindex(gun, tagname));
177     bolt = vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
178                            b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
179                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
180                            DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
181 }
182
183 void raptor_think()
184 {
185 }
186
187 void raptor_enter()
188 {
189     self.owner.PlayerPhysplug = raptor_takeoff;
190     self.movetype       = MOVETYPE_BOUNCEMISSILE;
191     self.solid          = SOLID_SLIDEBOX;
192     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
193     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
194     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
195     self.tur_head.exteriormodeltoclient = self.owner;
196
197     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
198     self.lip   = time;
199
200 }
201
202 void raptor_land()
203 {
204     float hgt;
205
206     hgt = raptor_altitude(512);
207     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
208     self.angles_x *= 0.95;
209     self.angles_z *= 0.95;
210
211     if(hgt < 128)
212         if(self.frame != 0)
213             self.frame = max(self.frame - 0.25, 0);
214
215     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
216     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
217
218     if(hgt < 16)
219     {
220         self.movetype   = MOVETYPE_TOSS;
221         self.think      = raptor_think;
222     }
223
224     self.nextthink  = time;
225 }
226
227 void raptor_exit(float eject)
228 {
229     vector spot;
230     self.tur_head.exteriormodeltoclient = world;
231
232     if(self.deadflag == DEAD_NO)
233     {
234         self.think      = raptor_land;
235         self.nextthink  = time;
236     }
237
238     if not (self.owner)
239         return;
240
241         makevectors(self.angles);
242         if(eject)
243         {
244             spot = self.origin + v_forward * 100 + '0 0 64';
245             spot = vehicles_findgoodexit(spot);
246             setorigin(self.owner , spot);
247             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
248         }
249         else
250         {
251             spot = self.origin - v_forward * 200 + '0 0 64';
252             spot = vehicles_findgoodexit(spot);
253             setorigin(self.owner , spot);
254         }
255         
256     self.owner = world;
257 }
258
259 float raptor_takeoff()
260 {
261     entity player, raptor;
262     
263     player = self;
264     raptor = self.vehicle;
265     self   = raptor;
266     
267     if(self.sound_nexttime < time)
268     {        
269         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
270         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
271     }   
272
273     // Takeoff sequense
274     if(raptor.frame < 25)
275     {
276         raptor.frame += 0.25;
277         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
278         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
279         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
280         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
281
282         setorigin(player, raptor.origin + '0 0 32');
283     }
284     else
285         player.PlayerPhysplug = raptor_frame;
286
287     if(self.vehicle_flags  & VHF_SHIELDREGEN)
288         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
289
290     if(self.vehicle_flags  & VHF_HEALTHREGEN)
291         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
292
293     if(self.vehicle_flags  & VHF_ENERGYREGEN)
294         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
295
296
297     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
298     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
299
300     VEHICLE_UPDATE_PLAYER(health, raptor);
301     VEHICLE_UPDATE_PLAYER(energy, raptor);
302     if(self.vehicle_flags & VHF_HASSHIELD)
303         VEHICLE_UPDATE_PLAYER(shield, raptor);
304
305     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
306     self = player;
307     return 1;
308 }
309
310 float raptor_frame()
311 {
312     entity player, raptor;
313     float ftmp, ftmp2;
314     vector df, ra;
315
316     player = self;
317     raptor = self.vehicle;
318     self   = raptor;
319         
320     /*
321     ftmp = vlen(self.velocity);
322     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
323         ftmp = 1;
324     else  
325         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
326     */
327         
328     if(self.sound_nexttime < time)
329     {        
330         self.sound_nexttime = time + 7.955812; 
331         //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
332         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
333         self.wait = ftmp;
334     }        
335     /*
336     else if(fabs(ftmp - self.wait) > 0.2)
337     {
338         sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp,   ATTN_NORM );
339         sound (self, CHAN_TRIGGER, "", ftmp, ATTN_NORM);        
340         self.wait = ftmp;
341     }
342     */
343     
344     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
345     {
346         self = raptor;
347         vehicles_exit(VHEF_NORMAL);
348         self = player;
349         return 0;
350     }
351
352     if(raptor.deadflag != DEAD_NO)
353     {
354         self = player;
355         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
356         return 1;
357     }
358     crosshair_trace(player);
359
360
361     vector vang;
362     vang = raptor.angles;
363     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
364     vang_x *= -1;
365     df_x *= -1;
366     if(df_x > 180)  df_x -= 360;
367     if(df_x < -180) df_x += 360;
368     if(df_y > 180)  df_y -= 360;
369     if(df_y < -180) df_y += 360;
370
371     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
372     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
373     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
374
375     // Pitch
376     ftmp = 0;
377     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
378     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
379
380     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
381     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
382     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
383
384     raptor.angles_x = anglemods(raptor.angles_x);
385     raptor.angles_y = anglemods(raptor.angles_y);
386     raptor.angles_z = anglemods(raptor.angles_z);
387
388
389     if(autocvar_g_vehicle_raptor_movestyle == 1)
390         makevectors('0 1 0' * raptor.angles_y);
391     else
392         makevectors(player.v_angle);
393
394     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
395
396     if(player.movement_x != 0)
397     {
398         if(player.movement_x > 0)
399             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
400         else if(player.movement_x < 0)
401             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
402     }
403
404     if(player.movement_y != 0)
405     {
406         if(player.movement_y < 0)
407             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
408         else if(player.movement_y > 0)
409             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
410
411         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
412     }
413     else
414     {
415         raptor.angles_z *= 0.95;
416         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
417             raptor.angles_z = 0;
418     }
419
420     if(player.BUTTON_CROUCH)
421         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
422     else if (player.BUTTON_JUMP)
423         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
424
425     raptor.velocity  += df * frametime;
426     //player.velocity = raptor.velocity;
427     player.velocity = player.movement  = raptor.velocity;
428     setorigin(player, raptor.origin + '0 0 32');
429
430     vector vf, ad;
431     // Target lock & predict
432     if(autocvar_g_vehicle_raptor_cannon_locktarget)
433     {
434
435         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
436                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
437                              autocvar_g_vehicle_raptor_cannon_locked_time);
438
439         if(self.lock_target != world)
440         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
441         if(self.lock_strength == 1)
442         {
443             float i, distance, impact_time;
444
445             vf = real_origin(raptor.lock_target);
446             ad = vf;
447             for(i = 0; i < 4; ++i)
448             {
449                 distance = vlen(ad - raptor.origin);
450                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
451                 ad = vf + raptor.lock_target.velocity * impact_time;
452             }
453             trace_endpos = ad;
454             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
455         }
456
457         if(self.lock_target)
458         {
459             if(raptor.lock_strength == 1)
460                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
461             else if(self.lock_strength > 0.5)
462                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
463             else if(self.lock_strength < 0.5)
464                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
465         }
466     }
467
468     ra = raptor.angles;
469     ra_z = 0;
470     // Aim the gunz
471     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
472     ftmp = -ftmp2;
473
474     // Gun1
475     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
476     ad = df;
477     vf = v_forward;
478     //if(self.lock_strength == 1)
479     //{
480         df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
481         df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset        
482     //}
483     //else    
484     //    df = '0 0 0';
485         
486     // Bind to aimspeed
487     df_x = bound(ftmp, df_x, ftmp2);
488     df_y = bound(ftmp, df_y, ftmp2);
489     // Bind to limts
490     raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
491     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
492
493     // Gun2
494     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
495     ad += df;
496     vf += v_forward;
497     //if(self.lock_strength == 1)
498     //{
499         df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
500         df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset        
501     //}
502     //else    
503     //    df = '0 0 0';
504         
505     // Bind to aimspeed
506     df_x = bound(ftmp, df_x, ftmp2);
507     df_y = bound(ftmp, df_y, ftmp2);
508     // Bind to limts
509     raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
510     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
511
512     /*
513     ad = ad * 0.5;
514     v_forward = vf * 0.5;
515     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
516     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
517     */
518     
519     if(player.BUTTON_ATCK)
520     if(raptor.attack_finished_single <= time)
521     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
522     {
523         raptor.misc_bulletcounter += 1;
524         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
525         if(raptor.misc_bulletcounter <= 2)
526             raptor_fire_cannon(self.gun1, "fire1");
527         else if(raptor.misc_bulletcounter == 3)
528             raptor_fire_cannon(self.gun2, "fire1");
529         else
530         {
531             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
532             raptor_fire_cannon(self.gun2, "fire1");
533             raptor.misc_bulletcounter = 0;
534         }
535         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
536         self.cnt = time;
537     }
538
539     if(self.vehicle_flags  & VHF_SHIELDREGEN)
540         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
541
542     if(self.vehicle_flags  & VHF_HEALTHREGEN)
543         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
544
545     if(self.vehicle_flags  & VHF_ENERGYREGEN)
546         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
547
548
549     if(time > raptor.delay)
550     if(player.BUTTON_ATCK2)
551     {
552         raptor_bombdrop();
553         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
554         raptor.lip   = time;
555     }
556
557     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
558     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
559
560     VEHICLE_UPDATE_PLAYER(health, raptor);
561     VEHICLE_UPDATE_PLAYER(energy, raptor);
562     if(self.vehicle_flags & VHF_HASSHIELD)
563         VEHICLE_UPDATE_PLAYER(shield, raptor);
564
565     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
566     return 1;
567 }
568
569 void raptor_blowup()
570 {
571     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
572     pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
573
574     self.deadflag    = DEAD_DEAD;
575     self.vehicle_exit(VHEF_NORMAL);
576     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
577
578     self.alpha          = -1;
579     self.movetype       = MOVETYPE_NONE;
580     self.effects        = EF_NODRAW;
581     self.colormod       = '0 0 0';
582     self.avelocity      = '0 0 0';
583     self.velocity       = '0 0 0';
584
585     setorigin(self, self.pos1);
586     self.touch = SUB_Null;
587     self.nextthink = 0;
588 }
589
590 void raptor_diethink()
591 {
592     //self.avelocity += '0 0.5 1' * (random() * 5);
593     //self.avelocity -= '0 0.5 1' * (random() * 5);
594
595     if(random() < 0.1)
596     {
597         sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
598         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
599     }
600     self.nextthink = time + 0.1;
601 }
602
603 void raptor_die()
604 {
605     self.health       = 0;
606     self.event_damage = SUB_Null;
607     self.iscreature   = FALSE;
608     self.solid        = SOLID_CORPSE;
609     self.takedamage   = DAMAGE_NO;
610     self.deadflag     = DEAD_DYING;
611     self.movetype     = MOVETYPE_BOUNCE;
612     self.think        = raptor_diethink;
613     self.nextthink    = time;
614     
615     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
616
617     self.velocity_z += 600;
618
619     self.avelocity = '0 0.5 1' * (random() * 400);
620     self.avelocity -= '0 0.5 1' * (random() * 400);
621
622     self.colormod = '-0.5 -0.5 -0.5';
623         self.touch     = raptor_blowup;
624 }
625
626 void raptor_spawn()
627 {
628     self.frame          = 0;
629     self.vehicle_health = autocvar_g_vehicle_raptor_health;
630     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
631     self.movetype       = MOVETYPE_TOSS;
632     self.solid          = SOLID_SLIDEBOX;
633     self.vehicle_energy = 1;
634
635     self.bomb1.gun1.avelocity_y = 90;
636     self.bomb1.gun2.avelocity_y = -90;
637
638     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
639     self.delay = time;
640 }
641
642 // If we dont do this ever now and then, the raptors rotors
643 // stop working, presumably due to angle overflow. cute.
644 void raptor_rotor_anglefix()
645 {
646     self.gun1.angles_y = anglemods(self.gun1.angles_y);
647     self.gun2.angles_y = anglemods(self.gun2.angles_y);
648     self.nextthink = time + 15;
649 }
650
651 void raptor_dinit()
652 {
653     entity spinner;
654     vector ofs;
655
656     if not (vehicle_initialize(
657              "Raptor",
658              "models/vehicles/raptor.dpm",
659              "",
660              "models/vehicles/raptor_cockpit.dpm",
661              "", "tag_hud", "tag_camera",
662              HUD_RAPTOR,
663              RAPTOR_MIN, RAPTOR_MAX,
664              FALSE,
665              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
666              raptor_frame,
667              raptor_enter, raptor_exit,
668              raptor_die,   raptor_think,
669              FALSE))
670     {
671         remove(self);
672         return;
673     }
674
675     //FIXME: Camera is in a bad place in HUD model.
676     //setorigin(self.vehicle_viewport, '25 0 5');
677
678     self.frame = 0;
679
680     self.bomb1 = spawn();
681     self.bomb2 = spawn();
682     self.gun1  = spawn();
683     self.gun2  = spawn();
684
685     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
686     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
687     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
688     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
689     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
690
691     setattachment(self.bomb1, self,"bombmount_left");
692     setattachment(self.bomb2, self,"bombmount_right");
693     setattachment(self.tur_head, self,"root");
694
695
696     // FIXME Guns mounts to angled bones
697     self.bomb1.angles = self.angles;
698     self.angles = '0 0 0';
699     // This messes up gun-aim, so work arround it.
700     //setattachment(self.gun1, self, "gunmount_left");
701     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
702     ofs -= self.origin;
703     setattachment(self.gun1, self, "");
704     setorigin(self.gun1, ofs);
705
706     //setattachment(self.gun2, self, "gunmount_right");
707     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
708     ofs -= self.origin;
709     setattachment(self.gun2, self, "");
710     setorigin(self.gun2, ofs);
711
712     self.angles = self.bomb1.angles;
713     self.bomb1.angles = '0 0 0';
714
715     spinner = spawn();
716     spinner.owner = self;
717     setmodel(spinner,"models/vehicles/spinner.dpm");
718     setattachment(spinner, self, "engine_left");
719     spinner.movetype = MOVETYPE_NOCLIP;
720     spinner.avelocity = '0 90 0';
721     self.bomb1.gun1 = spinner;
722
723     spinner = spawn();
724     spinner.owner = self;
725     setmodel(spinner,"models/vehicles/spinner.dpm");
726     setattachment(spinner, self, "engine_right");
727     spinner.movetype = MOVETYPE_NOCLIP;
728     spinner.avelocity = '0 -90 0';
729     self.bomb1.gun2 = spinner;
730
731     // Sigh.
732     self.bomb1.think = raptor_rotor_anglefix;
733     self.bomb1.nextthink = time;
734
735     self.mass               = 1 ;
736 }
737
738 void spawnfunc_vehicle_raptor()
739 {
740     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
741     
742     if(autocvar_g_vehicle_raptor_shield)
743         self.vehicle_flags |= VHF_HASSHIELD;
744
745     if(autocvar_g_vehicle_raptor_shield_regen)
746         self.vehicle_flags |= VHF_SHIELDREGEN;
747
748     if(autocvar_g_vehicle_raptor_health_regen)
749         self.vehicle_flags |= VHF_HEALTHREGEN;
750
751     if(autocvar_g_vehicle_raptor_energy_regen)
752         self.vehicle_flags |= VHF_ENERGYREGEN;
753
754     precache_model ("models/vehicles/raptor.dpm");
755     precache_model ("models/vehicles/raptor_gun.dpm");
756     precache_model ("models/vehicles/spinner.dpm");
757     precache_model ("models/vehicles/raptor_cockpit.dpm");
758     precache_model ("models/vehicles/clusterbomb.md3");
759     precache_model ("models/vehicles/clusterbomb_folded.md3");
760     precache_model ("models/vehicles/raptor_body.dpm");
761     
762     precache_sound ("vehicles/raptor_fly.wav");
763     precache_sound ("vehicles/raptor_speed.wav");
764     precache_sound ("");
765     
766     self.think = raptor_dinit;
767     self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
768 }
769 #endif // SVQC