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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #include "raptor.qh"
2
3 #ifdef SVQC
4 float autocvar_g_vehicle_raptor;
5
6 float autocvar_g_vehicle_raptor_respawntime;
7 float autocvar_g_vehicle_raptor_takeofftime;
8
9 float autocvar_g_vehicle_raptor_movestyle;
10 float autocvar_g_vehicle_raptor_turnspeed;
11 float autocvar_g_vehicle_raptor_pitchspeed;
12 float autocvar_g_vehicle_raptor_pitchlimit;
13
14 float autocvar_g_vehicle_raptor_speed_forward;
15 float autocvar_g_vehicle_raptor_speed_strafe;
16 float autocvar_g_vehicle_raptor_speed_up;
17 float autocvar_g_vehicle_raptor_speed_down;
18 float autocvar_g_vehicle_raptor_friction;
19
20 float autocvar_g_vehicle_raptor_bomblets;
21 float autocvar_g_vehicle_raptor_bomblet_alt;
22 float autocvar_g_vehicle_raptor_bomblet_time;
23 float autocvar_g_vehicle_raptor_bomblet_damage;
24 float autocvar_g_vehicle_raptor_bomblet_spread;
25 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
26 float autocvar_g_vehicle_raptor_bomblet_radius;
27 float autocvar_g_vehicle_raptor_bomblet_force;
28 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
29 float autocvar_g_vehicle_raptor_bombs_refire;
30
31 float autocvar_g_vehicle_raptor_flare_refire;
32 float autocvar_g_vehicle_raptor_flare_lifetime;
33 float autocvar_g_vehicle_raptor_flare_chase;
34 float autocvar_g_vehicle_raptor_flare_range;
35
36 float autocvar_g_vehicle_raptor_cannon_turnspeed;
37 float autocvar_g_vehicle_raptor_cannon_turnlimit;
38 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
39 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
40
41 float autocvar_g_vehicle_raptor_cannon_locktarget;
42 float autocvar_g_vehicle_raptor_cannon_locking_time;
43 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
44 float autocvar_g_vehicle_raptor_cannon_locked_time;
45 float autocvar_g_vehicle_raptor_cannon_predicttarget;
46
47 float autocvar_g_vehicle_raptor_cannon_cost;
48 float autocvar_g_vehicle_raptor_cannon_damage;
49 float autocvar_g_vehicle_raptor_cannon_radius;
50 float autocvar_g_vehicle_raptor_cannon_refire;
51 float autocvar_g_vehicle_raptor_cannon_speed;
52 float autocvar_g_vehicle_raptor_cannon_spread;
53 float autocvar_g_vehicle_raptor_cannon_force;
54
55 float autocvar_g_vehicle_raptor_energy;
56 float autocvar_g_vehicle_raptor_energy_regen;
57 float autocvar_g_vehicle_raptor_energy_regen_pause;
58
59 float autocvar_g_vehicle_raptor_health;
60 float autocvar_g_vehicle_raptor_health_regen;
61 float autocvar_g_vehicle_raptor_health_regen_pause;
62
63 float autocvar_g_vehicle_raptor_shield;
64 float autocvar_g_vehicle_raptor_shield_regen;
65 float autocvar_g_vehicle_raptor_shield_regen_pause;
66
67 float autocvar_g_vehicle_raptor_blowup_radius;
68 float autocvar_g_vehicle_raptor_blowup_coredamage;
69 float autocvar_g_vehicle_raptor_blowup_edgedamage;
70 float autocvar_g_vehicle_raptor_blowup_forceintensity;
71
72 float autocvar_g_vehicle_raptor_bouncefactor;
73 float autocvar_g_vehicle_raptor_bouncestop;
74 vector autocvar_g_vehicle_raptor_bouncepain;
75
76 void raptor_spawn(float);
77 float raptor_frame();
78 float raptor_takeoff();
79
80 .entity bomb1;
81 .entity bomb2;
82
83 float raptor_altitude(float amax)
84 {
85         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
86     return vlen(self.origin - trace_endpos);
87 }
88
89
90 void raptor_bomblet_boom()
91 {
92     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
93                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
94                                     autocvar_g_vehicle_raptor_bomblet_radius, world, world,
95                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
96     remove(self);
97 }
98
99 void raptor_bomblet_touch()
100 {
101     if(other == self.owner)
102         return;
103
104     PROJECTILE_TOUCH;
105     self.think = raptor_bomblet_boom;
106     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
107 }
108
109 void raptor_bomb_burst()
110 {
111     if(self.cnt > time)
112     if(autocvar_g_vehicle_raptor_bomblet_alt)
113     {
114         self.nextthink = time;
115         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
116         if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
117         {
118             UpdateCSQCProjectile(self);
119             return;
120         }
121     }
122
123     entity bomblet;
124     float i;
125
126     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
127
128     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
129     {
130         bomblet = spawn();
131         setorigin(bomblet, self.origin);
132
133         bomblet.movetype    = MOVETYPE_TOSS;
134         bomblet.touch       = raptor_bomblet_touch;
135         bomblet.think       = raptor_bomblet_boom;
136         bomblet.nextthink   = time + 5;
137         bomblet.owner       = self.owner;
138         bomblet.realowner   = self.realowner;
139         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
140
141         PROJECTILE_MAKETRIGGER(bomblet);
142         CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
143     }
144
145     remove(self);
146 }
147
148 void raptor_bombdrop()
149 {
150     entity bomb_1, bomb_2;
151
152     bomb_1 = spawn();
153     bomb_2 = spawn();
154
155     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
156     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
157
158     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
159     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
160     bomb_1.touch        = bomb_2.touch      = raptor_bomb_burst;
161     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
162     bomb_1.cnt          = bomb_2.cnt        = time + 10;
163
164     if(autocvar_g_vehicle_raptor_bomblet_alt)
165         bomb_1.nextthink = bomb_2.nextthink  = time;
166     else
167         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
168
169     bomb_1.owner     = bomb_2.owner      = self;
170     bomb_1.realowner = bomb_2.realowner  = self.owner;
171     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
172     bomb_1.gravity   = bomb_2.gravity    = 1;
173
174     PROJECTILE_MAKETRIGGER(bomb_1);
175     PROJECTILE_MAKETRIGGER(bomb_2);
176
177     CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
178     CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
179 }
180
181
182 void raptor_fire_cannon(entity gun, string tagname)
183 {
184     vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
185                            gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
186                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
187                            DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
188 }
189
190 void raptor_think()
191 {
192 }
193
194 void raptor_enter()
195 {
196     self.vehicle_weapon2mode = RSM_BOMB;
197     self.owner.PlayerPhysplug = raptor_takeoff;
198     self.movetype       = MOVETYPE_BOUNCEMISSILE;
199     self.solid          = SOLID_SLIDEBOX;
200     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
201     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
202     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
203     self.tur_head.exteriormodeltoclient = self.owner;
204
205     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
206     self.lip   = time;
207
208     if(self.owner.flagcarried)
209        setorigin(self.owner.flagcarried, '-20 0 96');
210
211     CSQCVehicleSetup(self.owner, 0);
212 }
213
214 void raptor_land()
215 {
216     float hgt;
217
218     hgt = raptor_altitude(512);
219     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
220     self.angles_x *= 0.95;
221     self.angles_z *= 0.95;
222
223     if(hgt < 128)
224     if(hgt > 0)
225         self.frame = (hgt / 128) * 25;
226
227     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
228     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity.y;
229
230     if(hgt < 16)
231     {
232         self.movetype = MOVETYPE_TOSS;
233         self.think    = raptor_think;
234         self.frame    = 0;
235     }
236
237     self.nextthink  = time;
238 }
239
240 void raptor_exit(float eject)
241 {
242     vector spot;
243     self.tur_head.exteriormodeltoclient = world;
244
245     if(self.deadflag == DEAD_NO)
246     {
247         self.think      = raptor_land;
248         self.nextthink  = time;
249     }
250
251     if (!self.owner)
252         return;
253
254         makevectors(self.angles);
255         if(eject)
256         {
257             spot = self.origin + v_forward * 100 + '0 0 64';
258             spot = vehicles_findgoodexit(spot);
259             setorigin(self.owner , spot);
260             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
261             self.owner.oldvelocity = self.owner.velocity;
262         }
263         else
264         {
265                 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
266                 {
267                         self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
268                         self.owner.velocity_z += 200;
269                         spot = self.origin + v_forward * 32 + '0 0 64';
270                         spot = vehicles_findgoodexit(spot);
271                 }
272                 else
273                 {
274                         self.owner.velocity = self.velocity * 0.5;
275                         self.owner.velocity_z += 10;
276                         spot = self.origin - v_forward * 200 + '0 0 64';
277                         spot = vehicles_findgoodexit(spot);
278                 }
279             self.owner.oldvelocity = self.owner.velocity;
280             setorigin(self.owner , spot);
281         }
282
283         antilag_clear(self.owner);
284     self.owner = world;
285 }
286
287 float raptor_takeoff()
288 {
289     entity player, raptor;
290
291     player = self;
292     raptor = self.vehicle;
293     self   = raptor;
294     if(self.sound_nexttime < time)
295     {
296         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
297         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
298     }
299
300     // Takeoff sequense
301     if(raptor.frame < 25)
302     {
303         raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
304         raptor.velocity_z = min(raptor.velocity.z * 1.5, 256);
305         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
306         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity.y;
307         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
308
309         setorigin(player, raptor.origin + '0 0 32');
310     }
311     else
312         player.PlayerPhysplug = raptor_frame;
313
314     if(self.vehicle_flags  & VHF_SHIELDREGEN)
315         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);
316
317     if(self.vehicle_flags  & VHF_HEALTHREGEN)
318         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);
319
320     if(self.vehicle_flags  & VHF_ENERGYREGEN)
321         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);
322
323
324     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
325     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
326
327     VEHICLE_UPDATE_PLAYER(player, health, raptor);
328     VEHICLE_UPDATE_PLAYER(player, energy, raptor);
329     if(self.vehicle_flags & VHF_HASSHIELD)
330         VEHICLE_UPDATE_PLAYER(player, shield, raptor);
331
332     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
333     self = player;
334     return 1;
335 }
336
337 void raptor_flare_touch()
338 {
339     remove(self);
340 }
341
342 void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
343 {
344     self.health -= damage;
345     if(self.health <= 0)
346         remove(self);
347 }
348
349 void raptor_flare_think()
350 {
351     self.nextthink = time + 0.1;
352     entity _missile = findchainentity(enemy, self.owner);
353     while(_missile)
354     {
355         if(_missile.flags & FL_PROJECTILE)
356         if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
357         if(random() > autocvar_g_vehicle_raptor_flare_chase)
358             _missile.enemy = self;
359         _missile = _missile.chain;
360     }
361
362     if(self.tur_impacttime < time)
363         remove(self);
364 }
365
366 float raptor_frame()
367 {
368     entity player, raptor;
369     float ftmp = 0;
370     vector df;
371
372         if(intermission_running)
373                 return 1;
374
375     player = self;
376     raptor = self.vehicle;
377     self   = raptor;
378     vehicles_painframe();
379     /*
380     ftmp = vlen(self.velocity);
381     if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
382         ftmp = 1;
383     else
384         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
385     */
386
387     if(self.sound_nexttime < time)
388     {
389         self.sound_nexttime = time + 7.955812;
390         //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTEN_NORM );
391         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
392         self.wait = ftmp;
393     }
394     /*
395     else if(fabs(ftmp - self.wait) > 0.2)
396     {
397         sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp,   ATTEN_NORM );
398         sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
399         self.wait = ftmp;
400     }
401     */
402
403     if(raptor.deadflag != DEAD_NO)
404     {
405         self = player;
406         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
407         return 1;
408     }
409     crosshair_trace(player);
410
411     vector vang;
412     vang = raptor.angles;
413     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
414     vang.x *= -1;
415     df.x *= -1;
416     if(df.x > 180)  df.x -= 360;
417     if(df.x < -180) df.x += 360;
418     if(df.y > 180)  df.y -= 360;
419     if(df.y < -180) df.y += 360;
420
421     ftmp = shortangle_f(player.v_angle.y - vang.y, vang.y);
422     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
423     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity.y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
424
425     // Pitch
426     ftmp = 0;
427     if(player.movement.x > 0 && vang.x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
428     else if(player.movement.x < 0 && vang.x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
429
430     df.x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df.x , autocvar_g_vehicle_raptor_pitchlimit);
431     ftmp = vang.x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df.x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
432     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity.x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
433
434     raptor.angles_x = anglemods(raptor.angles.x);
435     raptor.angles_y = anglemods(raptor.angles.y);
436     raptor.angles_z = anglemods(raptor.angles.z);
437
438     if(autocvar_g_vehicle_raptor_movestyle == 1)
439         makevectors('0 1 0' * raptor.angles.y);
440     else
441         makevectors(player.v_angle);
442
443     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
444
445     if(player.movement.x != 0)
446     {
447         if(player.movement.x > 0)
448             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
449         else if(player.movement.x < 0)
450             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
451     }
452
453     if(player.movement.y != 0)
454     {
455         if(player.movement.y < 0)
456             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
457         else if(player.movement.y > 0)
458             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
459
460         raptor.angles_z = bound(-30,raptor.angles.z + (player.movement.y / autocvar_g_vehicle_raptor_speed_strafe),30);
461     }
462     else
463     {
464         raptor.angles_z *= 0.95;
465         if(raptor.angles.z >= -1 && raptor.angles.z <= -1)
466             raptor.angles_z = 0;
467     }
468
469     if(player.BUTTON_CROUCH)
470         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
471     else if (player.BUTTON_JUMP)
472         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
473
474     raptor.velocity  += df * frametime;
475     player.velocity = player.movement  = raptor.velocity;
476     setorigin(player, raptor.origin + '0 0 32');
477
478     vector vf, ad;
479     // Target lock & predict
480     if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
481     {
482         if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
483             raptor.gun1.enemy = world;
484
485         if(trace_ent)
486         if(trace_ent.movetype)
487         if(trace_ent.takedamage)
488         if(!trace_ent.deadflag)
489         {
490             if(teamplay)
491             {
492                 if(trace_ent.team != player.team)
493                 {
494                     raptor.gun1.enemy = trace_ent;
495                     raptor.gun1.lock_time = time + 5;
496                 }
497             }
498             else
499             {
500                 raptor.gun1.enemy = trace_ent;
501                 raptor.gun1.lock_time = time + 0.5;
502             }
503         }
504
505         if(raptor.gun1.enemy)
506         {
507             float i, distance, impact_time;
508
509             vf = real_origin(raptor.gun1.enemy);
510             UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
511             vector _vel = raptor.gun1.enemy.velocity;
512             if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
513                 _vel.z *= 0.1;
514
515             if(autocvar_g_vehicle_raptor_cannon_predicttarget)
516             {
517                 ad = vf;
518                 for(i = 0; i < 4; ++i)
519                 {
520                     distance = vlen(ad - player.origin);
521                     impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
522                     ad = vf + _vel * impact_time;
523                 }
524                 trace_endpos = ad;
525             }
526             else
527                 trace_endpos = vf;
528         }
529     }
530     else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
531     {
532
533         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
534                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
535                              autocvar_g_vehicle_raptor_cannon_locked_time);
536
537         if(self.lock_target != world)
538         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
539         if(self.lock_strength == 1)
540         {
541             float i, distance, impact_time;
542
543             vf = real_origin(raptor.lock_target);
544             ad = vf;
545             for(i = 0; i < 4; ++i)
546             {
547                 distance = vlen(ad - raptor.origin);
548                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
549                 ad = vf + raptor.lock_target.velocity * impact_time;
550             }
551             trace_endpos = ad;
552         }
553
554         if(self.lock_target)
555         {
556             if(raptor.lock_strength == 1)
557                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
558             else if(self.lock_strength > 0.5)
559                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
560             else if(self.lock_strength < 0.5)
561                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
562         }
563     }
564
565
566     vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
567                           autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
568                           autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
569
570     vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
571                           autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
572                           autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
573
574     /*
575     ad = ad * 0.5;
576     v_forward = vf * 0.5;
577     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
578     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
579     */
580
581     if(player.BUTTON_ATCK)
582     if(raptor.attack_finished_single <= time)
583     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
584     {
585         raptor.misc_bulletcounter += 1;
586         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
587         if(raptor.misc_bulletcounter <= 2)
588             raptor_fire_cannon(self.gun1, "fire1");
589         else if(raptor.misc_bulletcounter == 3)
590             raptor_fire_cannon(self.gun2, "fire1");
591         else
592         {
593             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
594             raptor_fire_cannon(self.gun2, "fire1");
595             raptor.misc_bulletcounter = 0;
596         }
597         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
598         self.cnt = time;
599     }
600
601     if(self.vehicle_flags  & VHF_SHIELDREGEN)
602         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);
603
604     if(self.vehicle_flags  & VHF_HEALTHREGEN)
605         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);
606
607     if(self.vehicle_flags  & VHF_ENERGYREGEN)
608         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);
609
610     if(raptor.vehicle_weapon2mode == RSM_BOMB)
611     {
612         if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
613         if(player.BUTTON_ATCK2)
614         {
615             raptor_bombdrop();
616             raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
617             raptor.lip   = time;
618         }
619     }
620     else
621     {
622         if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
623         if(player.BUTTON_ATCK2)
624         {
625             float i;
626             entity _flare;
627
628             for(i = 0; i < 3; ++i)
629             {
630             _flare = spawn();
631             setmodel(_flare, "models/runematch/rune.mdl");
632             _flare.effects = EF_LOWPRECISION | EF_FLAME;
633             _flare.scale = 0.5;
634             setorigin(_flare, self.origin - '0 0 16');
635             _flare.movetype = MOVETYPE_TOSS;
636             _flare.gravity = 0.15;
637             _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
638             _flare.think = raptor_flare_think;
639             _flare.nextthink = time;
640             _flare.owner = raptor;
641             _flare.solid = SOLID_CORPSE;
642             _flare.takedamage = DAMAGE_YES;
643             _flare.event_damage = raptor_flare_damage;
644             _flare.health = 20;
645             _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
646             _flare.touch = raptor_flare_touch;
647             }
648             raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
649             raptor.lip   = time;
650         }
651     }
652
653     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
654     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
655
656     if(self.bomb1.cnt < time)
657     {
658         entity _missile = findchainentity(enemy, raptor);
659         float _incomming = 0;
660         while(_missile)
661         {
662             if(_missile.flags & FL_PROJECTILE)
663             if(MISSILE_IS_TRACKING(_missile))
664             if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
665                 ++_incomming;
666
667             _missile = _missile.chain;
668         }
669
670         if(_incomming)
671             sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
672
673         self.bomb1.cnt = time + 1;
674     }
675
676
677     VEHICLE_UPDATE_PLAYER(player, health, raptor);
678     VEHICLE_UPDATE_PLAYER(player, energy, raptor);
679     if(self.vehicle_flags & VHF_HASSHIELD)
680         VEHICLE_UPDATE_PLAYER(player, shield, raptor);
681
682     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
683
684     self = player;
685     return 1;
686 }
687
688 void raptor_blowup()
689 {
690     self.deadflag    = DEAD_DEAD;
691     self.vehicle_exit(VHEF_NORMAL);
692
693         RadiusDamage(self, self.enemy, autocvar_g_vehicle_raptor_blowup_coredamage,
694                                 autocvar_g_vehicle_raptor_blowup_edgedamage,
695                                 autocvar_g_vehicle_raptor_blowup_radius, world, world,
696                                 autocvar_g_vehicle_raptor_blowup_forceintensity, DEATH_VH_RAPT_DEATH, world);
697
698     self.alpha          = -1;
699     self.movetype       = MOVETYPE_NONE;
700     self.effects        = EF_NODRAW;
701     self.colormod       = '0 0 0';
702     self.avelocity      = '0 0 0';
703     self.velocity       = '0 0 0';
704
705     setorigin(self, self.pos1);
706     self.touch = func_null;
707     self.nextthink = 0;
708 }
709
710 void raptor_diethink()
711 {
712         if(time >= self.wait)
713                 self.think = raptor_blowup;
714
715     if(random() < 0.1)
716     {
717         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
718         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
719     }
720     self.nextthink = time + 0.1;
721 }
722
723 void raptor_die()
724 {
725     self.health       = 0;
726     self.event_damage = func_null;
727     self.solid        = SOLID_CORPSE;
728     self.takedamage   = DAMAGE_NO;
729     self.deadflag     = DEAD_DYING;
730     self.movetype     = MOVETYPE_BOUNCE;
731     self.think        = raptor_diethink;
732     self.nextthink    = time;
733     self.wait             = time + 5 + (random() * 5);
734
735     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
736
737     self.velocity_z += 600;
738
739     self.avelocity = '0 0.5 1' * (random() * 400);
740     self.avelocity -= '0 0.5 1' * (random() * 400);
741
742     self.colormod = '-0.5 -0.5 -0.5';
743         self.touch     = raptor_blowup;
744 }
745
746 void raptor_impact()
747 {
748         if(autocvar_g_vehicle_raptor_bouncepain.x)
749                 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain.x, autocvar_g_vehicle_raptor_bouncepain.y, autocvar_g_vehicle_raptor_bouncepain.z);
750 }
751
752 // If we dont do this ever now and then, the raptors rotors
753 // stop working, presumably due to angle overflow. cute.
754 void raptor_rotor_anglefix()
755 {
756     self.gun1.angles_y = anglemods(self.gun1.angles.y);
757     self.gun2.angles_y = anglemods(self.gun2.angles.y);
758     self.nextthink = time + 15;
759 }
760
761 float raptor_impulse(float _imp)
762 {
763     switch(_imp)
764     {
765         case 10:
766         case 15:
767         case 18:
768             self.vehicle.vehicle_weapon2mode += 1;
769             if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
770                 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
771
772             CSQCVehicleSetup(self, 0);
773             return true;
774         case 12:
775         case 16:
776         case 19:
777             self.vehicle.vehicle_weapon2mode -= 1;
778             if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
779                 self.vehicle.vehicle_weapon2mode = RSM_LAST;
780
781             CSQCVehicleSetup(self, 0);
782             return true;
783
784         /*
785         case 17: // toss gun, could be used to exit?
786             break;
787         case 20: // Manual minigun reload?
788             break;
789         */
790     }
791     return false;
792 }
793
794 void raptor_spawn(float _f)
795 {
796     if(!self.gun1)
797     {
798         entity spinner;
799         vector ofs;
800
801         //FIXME: Camera is in a bad place in HUD model.
802         //setorigin(self.vehicle_viewport, '25 0 5');
803
804         self.vehicles_impulse   = raptor_impulse;
805
806         self.frame = 0;
807
808         self.bomb1 = spawn();
809         self.bomb2 = spawn();
810         self.gun1  = spawn();
811         self.gun2  = spawn();
812
813         setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
814         setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
815         setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
816         setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
817         setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
818
819         setattachment(self.bomb1, self, "bombmount_left");
820         setattachment(self.bomb2, self, "bombmount_right");
821         setattachment(self.tur_head, self,"root");
822
823         // FIXMODEL Guns mounts to angled bones
824         self.bomb1.angles = self.angles;
825         self.angles = '0 0 0';
826         // This messes up gun-aim, so work arround it.
827         //setattachment(self.gun1, self, "gunmount_left");
828         ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
829         ofs -= self.origin;
830         setattachment(self.gun1, self, "");
831         setorigin(self.gun1, ofs);
832
833         //setattachment(self.gun2, self, "gunmount_right");
834         ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
835         ofs -= self.origin;
836         setattachment(self.gun2, self, "");
837         setorigin(self.gun2, ofs);
838
839         self.angles = self.bomb1.angles;
840         self.bomb1.angles = '0 0 0';
841
842         spinner = spawn();
843         spinner.owner = self;
844         setmodel(spinner,"models/vehicles/spinner.dpm");
845         setattachment(spinner, self, "engine_left");
846         spinner.movetype = MOVETYPE_NOCLIP;
847         spinner.avelocity = '0 90 0';
848         self.bomb1.gun1 = spinner;
849
850         spinner = spawn();
851         spinner.owner = self;
852         setmodel(spinner,"models/vehicles/spinner.dpm");
853         setattachment(spinner, self, "engine_right");
854         spinner.movetype = MOVETYPE_NOCLIP;
855         spinner.avelocity = '0 -90 0';
856         self.bomb1.gun2 = spinner;
857
858         // Sigh.
859         self.bomb1.think = raptor_rotor_anglefix;
860         self.bomb1.nextthink = time;
861
862         self.mass               = 1 ;
863     }
864
865
866     self.frame          = 0;
867     self.vehicle_health = autocvar_g_vehicle_raptor_health;
868     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
869     self.movetype       = MOVETYPE_TOSS;
870     self.solid          = SOLID_SLIDEBOX;
871     self.vehicle_energy = 1;
872
873     self.bomb1.gun1.avelocity_y = 90;
874     self.bomb1.gun2.avelocity_y = -90;
875
876     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
877     self.delay = time;
878
879     self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
880     self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
881     self.vehicle_impact = raptor_impact;
882     self.damageforcescale = 0.25;
883 }
884
885 void spawnfunc_vehicle_raptor()
886 {
887     if(!autocvar_g_vehicle_raptor)
888     {
889         remove(self);
890         return;
891     }
892
893     self.vehicle_flags |= VHF_DMGSHAKE;
894     self.vehicle_flags |= VHF_DMGROLL;
895
896     if(autocvar_g_vehicle_raptor_shield)
897         self.vehicle_flags |= VHF_HASSHIELD;
898
899     if(autocvar_g_vehicle_raptor_shield_regen)
900         self.vehicle_flags |= VHF_SHIELDREGEN;
901
902     if(autocvar_g_vehicle_raptor_health_regen)
903         self.vehicle_flags |= VHF_HEALTHREGEN;
904
905     if(autocvar_g_vehicle_raptor_energy_regen)
906         self.vehicle_flags |= VHF_ENERGYREGEN;
907
908     precache_model ("models/vehicles/raptor.dpm");
909     precache_model ("models/vehicles/raptor_gun.dpm");
910     precache_model ("models/vehicles/spinner.dpm");
911     precache_model ("models/vehicles/raptor_cockpit.dpm");
912     //precache_model ("models/vehicles/clusterbomb.md3");
913     precache_model ("models/vehicles/clusterbomb_folded.md3");
914     precache_model ("models/vehicles/raptor_body.dpm");
915
916     precache_sound ("vehicles/raptor_fly.wav");
917     precache_sound ("vehicles/raptor_speed.wav");
918     precache_sound ("vehicles/missile_alarm.wav");
919
920     if(!vehicle_initialize(
921              "Raptor",
922              "models/vehicles/raptor.dpm",
923              "",
924              "models/vehicles/raptor_cockpit.dpm",
925              "", "tag_hud", "tag_camera",
926              HUD_RAPTOR,
927              RAPTOR_MIN, RAPTOR_MAX,
928              false,
929              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
930              raptor_frame,
931              raptor_enter, raptor_exit,
932              raptor_die,   raptor_think,
933              false,
934              autocvar_g_vehicle_raptor_health,
935              autocvar_g_vehicle_raptor_shield))
936     {
937         remove(self);
938         return;
939     }
940
941
942 }
943 #endif // SVQC