#define RSM_FIRST 0 #define RSM_BOMB 0 #define RSM_FLARE 1 #define RSM_LAST 1 #define RAPTOR_MIN '-80 -80 0' #define RAPTOR_MAX '80 80 70' #ifdef SVQC float autocvar_g_vehicle_raptor; float autocvar_g_vehicle_raptor_respawntime; float autocvar_g_vehicle_raptor_takeofftime; float autocvar_g_vehicle_raptor_movestyle; float autocvar_g_vehicle_raptor_turnspeed; float autocvar_g_vehicle_raptor_pitchspeed; float autocvar_g_vehicle_raptor_pitchlimit; float autocvar_g_vehicle_raptor_speed_forward; float autocvar_g_vehicle_raptor_speed_strafe; float autocvar_g_vehicle_raptor_speed_up; float autocvar_g_vehicle_raptor_speed_down; float autocvar_g_vehicle_raptor_friction; float autocvar_g_vehicle_raptor_bomblets; float autocvar_g_vehicle_raptor_bomblet_alt; float autocvar_g_vehicle_raptor_bomblet_time; float autocvar_g_vehicle_raptor_bomblet_damage; float autocvar_g_vehicle_raptor_bomblet_spread; float autocvar_g_vehicle_raptor_bomblet_edgedamage; float autocvar_g_vehicle_raptor_bomblet_radius; float autocvar_g_vehicle_raptor_bomblet_force; float autocvar_g_vehicle_raptor_bomblet_explode_delay; float autocvar_g_vehicle_raptor_bombs_refire; float autocvar_g_vehicle_raptor_flare_refire; float autocvar_g_vehicle_raptor_flare_lifetime; float autocvar_g_vehicle_raptor_flare_chase; float autocvar_g_vehicle_raptor_flare_range; float autocvar_g_vehicle_raptor_cannon_turnspeed; float autocvar_g_vehicle_raptor_cannon_turnlimit; float autocvar_g_vehicle_raptor_cannon_pitchlimit_up; float autocvar_g_vehicle_raptor_cannon_pitchlimit_down; float autocvar_g_vehicle_raptor_cannon_locktarget; float autocvar_g_vehicle_raptor_cannon_locking_time; float autocvar_g_vehicle_raptor_cannon_locking_releasetime; float autocvar_g_vehicle_raptor_cannon_locked_time; float autocvar_g_vehicle_raptor_cannon_predicttarget; float autocvar_g_vehicle_raptor_cannon_cost; float autocvar_g_vehicle_raptor_cannon_damage; float autocvar_g_vehicle_raptor_cannon_radius; float autocvar_g_vehicle_raptor_cannon_refire; float autocvar_g_vehicle_raptor_cannon_speed; float autocvar_g_vehicle_raptor_cannon_spread; float autocvar_g_vehicle_raptor_cannon_force; float autocvar_g_vehicle_raptor_energy; float autocvar_g_vehicle_raptor_energy_regen; float autocvar_g_vehicle_raptor_energy_regen_pause; float autocvar_g_vehicle_raptor_health; float autocvar_g_vehicle_raptor_health_regen; float autocvar_g_vehicle_raptor_health_regen_pause; float autocvar_g_vehicle_raptor_shield; float autocvar_g_vehicle_raptor_shield_regen; float autocvar_g_vehicle_raptor_shield_regen_pause; float autocvar_g_vehicle_raptor_bouncefactor; float autocvar_g_vehicle_raptor_bouncestop; vector autocvar_g_vehicle_raptor_bouncepain; void raptor_spawn(float); float raptor_frame(); float raptor_takeoff(); .entity bomb1; .entity bomb2; float raptor_altitude(float amax) { tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self); return vlen(self.origin - trace_endpos); } void raptor_bomblet_boom() { RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage, autocvar_g_vehicle_raptor_bomblet_edgedamage, autocvar_g_vehicle_raptor_bomblet_radius, world, autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world); remove(self); } void raptor_bomblet_touch() { if(other == self.owner) return; PROJECTILE_TOUCH; self.think = raptor_bomblet_boom; self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay; } void raptor_bomb_burst() { if(self.cnt > time) if(autocvar_g_vehicle_raptor_bomblet_alt) { self.nextthink = time; traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self); if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)) { UpdateCSQCProjectile(self); return; } } entity bomblet; float i; Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self); for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i) { bomblet = spawn(); setorigin(bomblet, self.origin); bomblet.movetype = MOVETYPE_TOSS; bomblet.touch = raptor_bomblet_touch; bomblet.think = raptor_bomblet_boom; bomblet.nextthink = time + 5; bomblet.owner = self.owner; bomblet.realowner = self.realowner; bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity); PROJECTILE_MAKETRIGGER(bomblet); CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE); } remove(self); } void raptor_bombdrop() { entity bomb_1, bomb_2; bomb_1 = spawn(); bomb_2 = spawn(); setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left"))); setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right"))); bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE; bomb_1.velocity = bomb_2.velocity = self.velocity; bomb_1.touch = bomb_2.touch = raptor_bomb_burst; bomb_1.think = bomb_2.think = raptor_bomb_burst; bomb_1.cnt = bomb_2.cnt = time + 10; if(autocvar_g_vehicle_raptor_bomblet_alt) bomb_1.nextthink = bomb_2.nextthink = time; else bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time; bomb_1.owner = bomb_2.owner = self; bomb_1.realowner = bomb_2.realowner = self.owner; bomb_1.solid = bomb_2.solid = SOLID_BBOX; bomb_1.gravity = bomb_2.gravity = 1; PROJECTILE_MAKETRIGGER(bomb_1); PROJECTILE_MAKETRIGGER(bomb_2); CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE); CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE); } void raptor_fire_cannon(entity gun, string tagname) { vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav", gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed, autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0, DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner); } void raptor_think() { } void raptor_enter() { self.vehicle_weapon2mode = RSM_BOMB; self.owner.PlayerPhysplug = raptor_takeoff; self.movetype = MOVETYPE_BOUNCEMISSILE; self.solid = SOLID_SLIDEBOX; self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100; self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100; self.velocity_z = 1; // Nudge upwards to takeoff sequense can work. self.tur_head.exteriormodeltoclient = self.owner; self.delay = time + autocvar_g_vehicle_raptor_bombs_refire; self.lip = time; if(self.owner.flagcarried) setorigin(self.owner.flagcarried, '-20 0 96'); CSQCVehicleSetup(self.owner, 0); } void raptor_land() { float hgt; hgt = raptor_altitude(512); self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); self.angles_x *= 0.95; self.angles_z *= 0.95; if(hgt < 128) if(hgt > 0) self.frame = (hgt / 128) * 25; self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000); self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y; if(hgt < 16) { self.movetype = MOVETYPE_TOSS; self.think = raptor_think; self.frame = 0; } self.nextthink = time; } void raptor_exit(float eject) { vector spot; self.tur_head.exteriormodeltoclient = world; if(self.deadflag == DEAD_NO) { self.think = raptor_land; self.nextthink = time; } if not (self.owner) return; makevectors(self.angles); if(eject) { spot = self.origin + v_forward * 100 + '0 0 64'; spot = vehicles_findgoodexit(spot); setorigin(self.owner , spot); self.owner.velocity = (v_up + v_forward * 0.25) * 750; self.owner.oldvelocity = self.owner.velocity; } else { if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed) { self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2; self.owner.velocity_z += 200; spot = self.origin + v_forward * 32 + '0 0 64'; spot = vehicles_findgoodexit(spot); } else { self.owner.velocity = self.velocity * 0.5; self.owner.velocity_z += 10; spot = self.origin - v_forward * 200 + '0 0 64'; spot = vehicles_findgoodexit(spot); } self.owner.oldvelocity = self.owner.velocity; setorigin(self.owner , spot); } antilag_clear(self.owner); self.owner = world; } float raptor_takeoff() { entity player, raptor; player = self; raptor = self.vehicle; self = raptor; if(self.sound_nexttime < time) { self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav"); sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM); } // Takeoff sequense if(raptor.frame < 25) { raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime); raptor.velocity_z = min(raptor.velocity_z * 1.5, 256); self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000); self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y; player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; setorigin(player, raptor.origin + '0 0 32'); } else player.PlayerPhysplug = raptor_frame; if(self.vehicle_flags & VHF_SHIELDREGEN) 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); if(self.vehicle_flags & VHF_HEALTHREGEN) 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); if(self.vehicle_flags & VHF_ENERGYREGEN) 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); raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip); player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100); VEHICLE_UPDATE_PLAYER(player, health, raptor); VEHICLE_UPDATE_PLAYER(player, energy, raptor); if(self.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(player, shield, raptor); player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; self = player; return 1; } void raptor_flare_touch() { remove(self); } void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { self.health -= damage; if(self.health <= 0) remove(self); } void raptor_flare_think() { self.nextthink = time + 0.1; entity _missile = findchainentity(enemy, self.owner); while(_missile) { if(_missile.flags & FL_PROJECTILE) if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range) if(random() > autocvar_g_vehicle_raptor_flare_chase) _missile.enemy = self; _missile = _missile.chain; } if(self.tur_impacttime < time) remove(self); } float raptor_frame() { entity player, raptor; float ftmp = 0; vector df; if(intermission_running) return 1; player = self; raptor = self.vehicle; self = raptor; vehicles_painframe(); /* ftmp = vlen(self.velocity); if(ftmp > autocvar_g_vehicle_raptor_speed_forward) ftmp = 1; else ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward; */ if(self.sound_nexttime < time) { self.sound_nexttime = time + 7.955812; //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM ); sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM); self.wait = ftmp; } /* else if(fabs(ftmp - self.wait) > 0.2) { sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM ); sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM); self.wait = ftmp; } */ if(raptor.deadflag != DEAD_NO) { self = player; player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; return 1; } crosshair_trace(player); vector vang; vang = raptor.angles; df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32')); vang_x *= -1; df_x *= -1; if(df_x > 180) df_x -= 360; if(df_x < -180) df_x += 360; if(df_y > 180) df_y -= 360; if(df_y < -180) df_y += 360; ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y); if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360; raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed); // Pitch ftmp = 0; if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5; else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20; df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit); ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit); raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed); raptor.angles_x = anglemods(raptor.angles_x); raptor.angles_y = anglemods(raptor.angles_y); raptor.angles_z = anglemods(raptor.angles_z); if(autocvar_g_vehicle_raptor_movestyle == 1) makevectors('0 1 0' * raptor.angles_y); else makevectors(player.v_angle); df = raptor.velocity * -autocvar_g_vehicle_raptor_friction; if(player.movement_x != 0) { if(player.movement_x > 0) df += v_forward * autocvar_g_vehicle_raptor_speed_forward; else if(player.movement_x < 0) df -= v_forward * autocvar_g_vehicle_raptor_speed_forward; } if(player.movement_y != 0) { if(player.movement_y < 0) df -= v_right * autocvar_g_vehicle_raptor_speed_strafe; else if(player.movement_y > 0) df += v_right * autocvar_g_vehicle_raptor_speed_strafe; raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30); } else { raptor.angles_z *= 0.95; if(raptor.angles_z >= -1 && raptor.angles_z <= -1) raptor.angles_z = 0; } if(player.BUTTON_CROUCH) df -= v_up * autocvar_g_vehicle_raptor_speed_down; else if (player.BUTTON_JUMP) df += v_up * autocvar_g_vehicle_raptor_speed_up; raptor.velocity += df * frametime; player.velocity = player.movement = raptor.velocity; setorigin(player, raptor.origin + '0 0 32'); vector vf, ad; // Target lock & predict if(autocvar_g_vehicle_raptor_cannon_locktarget == 2) { if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag) raptor.gun1.enemy = world; if(trace_ent) if(trace_ent.movetype) if(trace_ent.takedamage) if(!trace_ent.deadflag) { if(teamplay) { if(trace_ent.team != player.team) { raptor.gun1.enemy = trace_ent; raptor.gun1.lock_time = time + 5; } } else { raptor.gun1.enemy = trace_ent; raptor.gun1.lock_time = time + 0.5; } } if(raptor.gun1.enemy) { float i, distance, impact_time; vf = real_origin(raptor.gun1.enemy); UpdateAuxiliaryXhair(player, vf, '1 0 0', 1); vector _vel = raptor.gun1.enemy.velocity; if(raptor.gun1.enemy.movetype == MOVETYPE_WALK) _vel_z *= 0.1; if(autocvar_g_vehicle_raptor_cannon_predicttarget) { ad = vf; for(i = 0; i < 4; ++i) { distance = vlen(ad - player.origin); impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; ad = vf + _vel * impact_time; } trace_endpos = ad; } else trace_endpos = vf; } } else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1) { vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime, (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime, autocvar_g_vehicle_raptor_cannon_locked_time); if(self.lock_target != world) if(autocvar_g_vehicle_raptor_cannon_predicttarget) if(self.lock_strength == 1) { float i, distance, impact_time; vf = real_origin(raptor.lock_target); ad = vf; for(i = 0; i < 4; ++i) { distance = vlen(ad - raptor.origin); impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; ad = vf + raptor.lock_target.velocity * impact_time; } trace_endpos = ad; } if(self.lock_target) { if(raptor.lock_strength == 1) UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1); else if(self.lock_strength > 0.5) UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1); else if(self.lock_strength < 0.5) UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1); } } vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1", autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed); vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1", autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed); /* ad = ad * 0.5; v_forward = vf * 0.5; traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor); UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0); */ if(player.BUTTON_ATCK) if(raptor.attack_finished_single <= time) if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost) { raptor.misc_bulletcounter += 1; raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire; if(raptor.misc_bulletcounter <= 2) raptor_fire_cannon(self.gun1, "fire1"); else if(raptor.misc_bulletcounter == 3) raptor_fire_cannon(self.gun2, "fire1"); else { raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2; raptor_fire_cannon(self.gun2, "fire1"); raptor.misc_bulletcounter = 0; } raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost; self.cnt = time; } if(self.vehicle_flags & VHF_SHIELDREGEN) 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); if(self.vehicle_flags & VHF_HEALTHREGEN) 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); if(self.vehicle_flags & VHF_ENERGYREGEN) 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); if(raptor.vehicle_weapon2mode == RSM_BOMB) { if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire) if(player.BUTTON_ATCK2) { raptor_bombdrop(); raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire; raptor.lip = time; } } else { if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire) if(player.BUTTON_ATCK2) { float i; entity _flare; for(i = 0; i < 3; ++i) { _flare = spawn(); setmodel(_flare, "models/runematch/rune.mdl"); _flare.effects = EF_LOWPRECISION | EF_FLAME; _flare.scale = 0.5; setorigin(_flare, self.origin - '0 0 16'); _flare.movetype = MOVETYPE_TOSS; _flare.gravity = 0.15; _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500; _flare.think = raptor_flare_think; _flare.nextthink = time; _flare.owner = raptor; _flare.solid = SOLID_CORPSE; _flare.takedamage = DAMAGE_YES; _flare.event_damage = raptor_flare_damage; _flare.health = 20; _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime; _flare.touch = raptor_flare_touch; } raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire; raptor.lip = time; } } raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip); player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100); if(self.bomb1.cnt < time) { entity _missile = findchainentity(enemy, raptor); float _incomming = 0; while(_missile) { if(_missile.flags & FL_PROJECTILE) if(MISSILE_IS_TRACKING(_missile)) if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range) ++_incomming; _missile = _missile.chain; } if(_incomming) sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTN_NONE); self.bomb1.cnt = time + 1; } VEHICLE_UPDATE_PLAYER(player, health, raptor); VEHICLE_UPDATE_PLAYER(player, energy, raptor); if(self.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(player, shield, raptor); player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; self = player; return 1; } void raptor_blowup() { self.deadflag = DEAD_DEAD; self.vehicle_exit(VHEF_NORMAL); RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_RAPT_DEATH, world); self.alpha = -1; self.movetype = MOVETYPE_NONE; self.effects = EF_NODRAW; self.colormod = '0 0 0'; self.avelocity = '0 0 0'; self.velocity = '0 0 0'; setorigin(self, self.pos1); self.touch = func_null; self.nextthink = 0; } void raptor_diethink() { if(time >= self.wait) self.think = raptor_blowup; if(random() < 0.1) { sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); } self.nextthink = time + 0.1; } void raptor_die() { self.health = 0; self.event_damage = func_null; self.solid = SOLID_CORPSE; self.takedamage = DAMAGE_NO; self.deadflag = DEAD_DYING; self.movetype = MOVETYPE_BOUNCE; self.think = raptor_diethink; self.nextthink = time; self.wait = time + 5 + (random() * 5); pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1); self.velocity_z += 600; self.avelocity = '0 0.5 1' * (random() * 400); self.avelocity -= '0 0.5 1' * (random() * 400); self.colormod = '-0.5 -0.5 -0.5'; self.touch = raptor_blowup; } void raptor_impact() { if(autocvar_g_vehicle_raptor_bouncepain_x) vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z); } // If we dont do this ever now and then, the raptors rotors // stop working, presumably due to angle overflow. cute. void raptor_rotor_anglefix() { self.gun1.angles_y = anglemods(self.gun1.angles_y); self.gun2.angles_y = anglemods(self.gun2.angles_y); self.nextthink = time + 15; } float raptor_impulse(float _imp) { switch(_imp) { case 10: case 15: case 18: self.vehicle.vehicle_weapon2mode += 1; if(self.vehicle.vehicle_weapon2mode > RSM_LAST) self.vehicle.vehicle_weapon2mode = RSM_FIRST; CSQCVehicleSetup(self, 0); return TRUE; case 12: case 16: case 19: self.vehicle.vehicle_weapon2mode -= 1; if(self.vehicle.vehicle_weapon2mode < RSM_FIRST) self.vehicle.vehicle_weapon2mode = RSM_LAST; CSQCVehicleSetup(self, 0); return TRUE; /* case 17: // toss gun, could be used to exit? break; case 20: // Manual minigun reload? break; */ } return FALSE; } void raptor_spawn(float _f) { if(!self.gun1) { entity spinner; vector ofs; //FIXME: Camera is in a bad place in HUD model. //setorigin(self.vehicle_viewport, '25 0 5'); self.vehicles_impusle = raptor_impulse; self.frame = 0; self.bomb1 = spawn(); self.bomb2 = spawn(); self.gun1 = spawn(); self.gun2 = spawn(); setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3"); setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3"); setmodel(self.gun1, "models/vehicles/raptor_gun.dpm"); setmodel(self.gun2, "models/vehicles/raptor_gun.dpm"); setmodel(self.tur_head, "models/vehicles/raptor_body.dpm"); setattachment(self.bomb1, self, "bombmount_left"); setattachment(self.bomb2, self, "bombmount_right"); setattachment(self.tur_head, self,"root"); // FIXMODEL Guns mounts to angled bones self.bomb1.angles = self.angles; self.angles = '0 0 0'; // This messes up gun-aim, so work arround it. //setattachment(self.gun1, self, "gunmount_left"); ofs = gettaginfo(self, gettagindex(self, "gunmount_left")); ofs -= self.origin; setattachment(self.gun1, self, ""); setorigin(self.gun1, ofs); //setattachment(self.gun2, self, "gunmount_right"); ofs = gettaginfo(self, gettagindex(self, "gunmount_right")); ofs -= self.origin; setattachment(self.gun2, self, ""); setorigin(self.gun2, ofs); self.angles = self.bomb1.angles; self.bomb1.angles = '0 0 0'; spinner = spawn(); spinner.owner = self; setmodel(spinner,"models/vehicles/spinner.dpm"); setattachment(spinner, self, "engine_left"); spinner.movetype = MOVETYPE_NOCLIP; spinner.avelocity = '0 90 0'; self.bomb1.gun1 = spinner; spinner = spawn(); spinner.owner = self; setmodel(spinner,"models/vehicles/spinner.dpm"); setattachment(spinner, self, "engine_right"); spinner.movetype = MOVETYPE_NOCLIP; spinner.avelocity = '0 -90 0'; self.bomb1.gun2 = spinner; // Sigh. self.bomb1.think = raptor_rotor_anglefix; self.bomb1.nextthink = time; self.mass = 1 ; } self.frame = 0; self.vehicle_health = autocvar_g_vehicle_raptor_health; self.vehicle_shield = autocvar_g_vehicle_raptor_shield; self.movetype = MOVETYPE_TOSS; self.solid = SOLID_SLIDEBOX; self.vehicle_energy = 1; self.bomb1.gun1.avelocity_y = 90; self.bomb1.gun2.avelocity_y = -90; setsize(self, RAPTOR_MIN, RAPTOR_MAX ); self.delay = time; self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor; self.bouncestop = autocvar_g_vehicle_raptor_bouncestop; self.vehicle_impact = raptor_impact; self.damageforcescale = 0.25; } void spawnfunc_vehicle_raptor() { if(!autocvar_g_vehicle_raptor) { remove(self); return; } self.vehicle_flags |= VHF_DMGSHAKE; self.vehicle_flags |= VHF_DMGROLL; if(autocvar_g_vehicle_raptor_shield) self.vehicle_flags |= VHF_HASSHIELD; if(autocvar_g_vehicle_raptor_shield_regen) self.vehicle_flags |= VHF_SHIELDREGEN; if(autocvar_g_vehicle_raptor_health_regen) self.vehicle_flags |= VHF_HEALTHREGEN; if(autocvar_g_vehicle_raptor_energy_regen) self.vehicle_flags |= VHF_ENERGYREGEN; precache_model ("models/vehicles/raptor.dpm"); precache_model ("models/vehicles/raptor_gun.dpm"); precache_model ("models/vehicles/spinner.dpm"); precache_model ("models/vehicles/raptor_cockpit.dpm"); //precache_model ("models/vehicles/clusterbomb.md3"); precache_model ("models/vehicles/clusterbomb_folded.md3"); precache_model ("models/vehicles/raptor_body.dpm"); precache_sound ("vehicles/raptor_fly.wav"); precache_sound ("vehicles/raptor_speed.wav"); precache_sound ("vehicles/missile_alarm.wav"); if not (vehicle_initialize( "Raptor", "models/vehicles/raptor.dpm", "", "models/vehicles/raptor_cockpit.dpm", "", "tag_hud", "tag_camera", HUD_RAPTOR, RAPTOR_MIN, RAPTOR_MAX, FALSE, raptor_spawn, autocvar_g_vehicle_raptor_respawntime, raptor_frame, raptor_enter, raptor_exit, raptor_die, raptor_think, FALSE, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_shield)) { remove(self); return; } } #endif // SVQC