X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fvehicle%2Fraptor.qc;h=eedadfcebb51a7b7f70849d733be80d38f75f216;hp=7d90dd485b42f1f89fdd0172faf9adfac83c51ff;hb=f551090a70789701ca1f042746917295b3237bff;hpb=349aeb508e5a3d577df60bef8a552da2db7d928d diff --git a/qcsrc/common/vehicles/vehicle/raptor.qc b/qcsrc/common/vehicles/vehicle/raptor.qc index 7d90dd485..eedadfceb 100644 --- a/qcsrc/common/vehicles/vehicle/raptor.qc +++ b/qcsrc/common/vehicles/vehicle/raptor.qc @@ -2,12 +2,14 @@ #define VEHICLE_RAPTOR #include "raptor.qh" -#include "raptor_weapons.qc" +#include "raptor_weapons.qh" CLASS(Raptor, Vehicle) /* spawnflags */ ATTRIB(Raptor, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL); /* mins */ ATTRIB(Raptor, mins, vector, '-80 -80 0'); /* maxs */ ATTRIB(Raptor, maxs, vector, '80 80 70'); +/* view offset*/ ATTRIB(Raptor, view_ofs, vector, '0 0 160'); +/* view dist */ ATTRIB(Raptor, height, float, 200); /* model */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm"); /* model */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm"); /* head_model */ ATTRIB(Raptor, head_model, string, ""); @@ -25,202 +27,192 @@ REGISTER_VEHICLE(RAPTOR, NEW(Raptor)); #ifdef IMPLEMENTATION -#include "raptor_weapons.qc" - #ifdef SVQC -bool autocvar_g_vehicle_raptor; +bool autocvar_g_vehicle_raptor = true; + +float autocvar_g_vehicle_raptor_respawntime = 40; +float autocvar_g_vehicle_raptor_takeofftime = 1.5; -float autocvar_g_vehicle_raptor_respawntime; -float autocvar_g_vehicle_raptor_takeofftime; +// 0: go where player aims, +forward etc relative to aim angles +// 1: ignore aim for up/down movement. +forward always moved forward, +jump always moves up +int autocvar_g_vehicle_raptor_movestyle = 1; +float autocvar_g_vehicle_raptor_turnspeed = 200; +float autocvar_g_vehicle_raptor_pitchspeed = 50; +float autocvar_g_vehicle_raptor_pitchlimit = 45; -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 = 1700; +float autocvar_g_vehicle_raptor_speed_strafe = 900; +float autocvar_g_vehicle_raptor_speed_up = 1700; +float autocvar_g_vehicle_raptor_speed_down = 1700; +float autocvar_g_vehicle_raptor_friction = 2; -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; +bool autocvar_g_vehicle_raptor_swim = false; -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_turnspeed = 120; +float autocvar_g_vehicle_raptor_cannon_turnlimit = 20; +float autocvar_g_vehicle_raptor_cannon_pitchlimit_up = 12; +float autocvar_g_vehicle_raptor_cannon_pitchlimit_down = 32; -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_locktarget = 0; +float autocvar_g_vehicle_raptor_cannon_locking_time = 0.2; +float autocvar_g_vehicle_raptor_cannon_locking_releasetime = 0.45; +float autocvar_g_vehicle_raptor_cannon_locked_time = 1; +float autocvar_g_vehicle_raptor_cannon_predicttarget = 1; -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_energy = 100; +float autocvar_g_vehicle_raptor_energy_regen = 25; +float autocvar_g_vehicle_raptor_energy_regen_pause = 0.25; -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_health = 150; +float autocvar_g_vehicle_raptor_health_regen = 0; +float autocvar_g_vehicle_raptor_health_regen_pause = 0; -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_shield = 75; +float autocvar_g_vehicle_raptor_shield_regen = 25; +float autocvar_g_vehicle_raptor_shield_regen_pause = 1.5; -float autocvar_g_vehicle_raptor_bouncefactor; -float autocvar_g_vehicle_raptor_bouncestop; -vector autocvar_g_vehicle_raptor_bouncepain; +float autocvar_g_vehicle_raptor_bouncefactor = 0.2; +float autocvar_g_vehicle_raptor_bouncestop = 0; +vector autocvar_g_vehicle_raptor_bouncepain = '1 4 1000'; .entity bomb1; .entity bomb2; -float raptor_altitude(float amax) -{SELFPARAM(); - tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self); - return vlen(self.origin - trace_endpos); -} - -void raptor_land() -{SELFPARAM(); +void raptor_land(entity this) +{ 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; + hgt = vehicle_altitude(this, 512); + this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); + this.angles_x *= 0.95; + this.angles_z *= 0.95; - if(hgt < 128) - if(hgt > 0) - self.frame = (hgt / 128) * 25; + if(hgt < 128 && hgt > 0) + this.frame = (hgt / 128) * 25; - self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000); - self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y; + this.bomb1.gun1.avelocity_y = 90 + ((this.frame / 25) * 2000); + this.bomb1.gun2.avelocity_y = -this.bomb1.gun1.avelocity_y; if(hgt < 16) { - self.movetype = MOVETYPE_TOSS; - self.think = vehicles_think; - self.frame = 0; + this.movetype = MOVETYPE_TOSS; + setthink(this, vehicles_think); + this.frame = 0; } - self.nextthink = time; + this.nextthink = time; - CSQCMODEL_AUTOUPDATE(self); + CSQCMODEL_AUTOUPDATE(this); } -void raptor_exit(float eject) -{SELFPARAM(); - vector spot; - self.tur_head.exteriormodeltoclient = world; +void raptor_exit(entity this, int eject) +{ + this.tur_head.exteriormodeltoclient = NULL; - if(self.deadflag == DEAD_NO) + if(!IS_DEAD(this)) { - self.think = raptor_land; - self.nextthink = time; + setthink(this, raptor_land); + this.nextthink = time; } - if(!self.owner) + if(!this.owner) return; - makevectors(self.angles); + makevectors(this.angles); + vector spot; 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; + spot = this.origin + v_forward * 100 + '0 0 64'; + spot = vehicles_findgoodexit(this, spot); + setorigin(this.owner , spot); + this.owner.velocity = (v_up + v_forward * 0.25) * 750; + this.owner.oldvelocity = this.owner.velocity; } else { - if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed) + if(vdist(this.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); + this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2; + this.owner.velocity_z += 200; + spot = this.origin + v_forward * 32 + '0 0 64'; + spot = vehicles_findgoodexit(this, 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); + this.owner.velocity = this.velocity * 0.5; + this.owner.velocity_z += 10; + spot = this.origin - v_forward * 200 + '0 0 64'; + spot = vehicles_findgoodexit(this, spot); } - self.owner.oldvelocity = self.owner.velocity; - setorigin(self.owner , spot); + this.owner.oldvelocity = this.owner.velocity; + setorigin(this.owner , spot); } - antilag_clear(self.owner); - self.owner = world; + antilag_clear(this.owner, CS(this.owner)); + this.owner = NULL; } -float raptor_frame() -{SELFPARAM(); - entity player, raptor; - float ftmp = 0; - vector df; +bool raptor_frame(entity this) +{ + entity vehic = this.vehicle; + return = true; if(intermission_running) { - self.vehicle.velocity = '0 0 0'; - self.vehicle.avelocity = '0 0 0'; - return 1; + vehic.velocity = '0 0 0'; + vehic.avelocity = '0 0 0'; + return; } - player = self; - raptor = self.vehicle; - setself(raptor); + vehicles_frame(vehic, this); - vehicles_painframe(); /* - ftmp = vlen(self.velocity); + ftmp = vlen(vehic.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) + if(vehic.sound_nexttime < time) { - self.sound_nexttime = time + 7.955812; - //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM ); - sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM); - self.wait = ftmp; + vehic.sound_nexttime = time + 7.955812; + //sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM ); + sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM); + vehic.wait = 0; } /* - else if(fabs(ftmp - self.wait) > 0.2) + else if(fabs(ftmp - vehic.wait) > 0.2) { - sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM ); - sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM); - self.wait = ftmp; + sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM ); + sound (vehic, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM); + vehic.wait = ftmp; } */ - if(raptor.deadflag != DEAD_NO) + if(IS_DEAD(vehic)) { - setself(player); - player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; - return 1; + PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; + return; } - crosshair_trace(player); + crosshair_trace(this); - //if(time - self.lastteleporttime < 1) + //if(time - vehic.lastteleporttime < 1) //{ - if(raptor.angles_z > 50 || raptor.angles_z < -50) + if(vehic.angles_z > 50 || vehic.angles_z < -50) { - if(player.BUTTON_JUMP) + if(PHYS_INPUT_BUTTON_JUMP(this)) { - player.BUTTON_CROUCH = true; - player.BUTTON_JUMP = false; + PHYS_INPUT_BUTTON_CROUCH(this) = true; + PHYS_INPUT_BUTTON_JUMP(this) = false; } } //} vector vang; - vang = raptor.angles; - df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32')); + vang = vehic.angles; + vector df = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32')); vang_x *= -1; df_x *= -1; if(df_x > 180) df_x -= 360; @@ -228,106 +220,106 @@ float raptor_frame() 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); + float ftmp = shortangle_f(this.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); + vehic.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + vehic.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; + if(this.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5; + else if(this.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); + vehic.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + vehic.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); + vehic.angles_x = anglemods(vehic.angles_x); + vehic.angles_y = anglemods(vehic.angles_y); + vehic.angles_z = anglemods(vehic.angles_z); if(autocvar_g_vehicle_raptor_movestyle == 1) - makevectors('0 1 0' * raptor.angles_y); + makevectors('0 1 0' * vehic.angles_y); else - makevectors(player.v_angle); + makevectors(this.v_angle); - df = raptor.velocity * -autocvar_g_vehicle_raptor_friction; + df = vehic.velocity * -autocvar_g_vehicle_raptor_friction; - if(player.movement_x != 0) + if(this.movement_x != 0) { - if(player.movement_x > 0) + if(this.movement_x > 0) df += v_forward * autocvar_g_vehicle_raptor_speed_forward; - else if(player.movement_x < 0) + else if(this.movement_x < 0) df -= v_forward * autocvar_g_vehicle_raptor_speed_forward; } - if(player.movement_y != 0) + if(this.movement_y != 0) { - if(player.movement_y < 0) + if(this.movement_y < 0) df -= v_right * autocvar_g_vehicle_raptor_speed_strafe; - else if(player.movement_y > 0) + else if(this.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); + vehic.angles_z = bound(-30,vehic.angles_z + (this.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; + vehic.angles_z *= 0.95; + if(vehic.angles_z >= -1 && vehic.angles_z <= -1) + vehic.angles_z = 0; } - if(player.BUTTON_CROUCH) + if(PHYS_INPUT_BUTTON_CROUCH(this)) df -= v_up * autocvar_g_vehicle_raptor_speed_down; - else if (player.BUTTON_JUMP) + else if (PHYS_INPUT_BUTTON_JUMP(this)) 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'); + vehic.velocity += df * frametime; + this.velocity = this.movement = vehic.velocity; + setorigin(this, vehic.origin + '0 0 32'); - player.vehicle_weapon2mode = raptor.vehicle_weapon2mode; + this.vehicle_weapon2mode = vehic.vehicle_weapon2mode; 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(vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy)) + vehic.gun1.enemy = NULL; if(trace_ent) if(trace_ent.movetype) if(trace_ent.takedamage) - if(!trace_ent.deadflag) + if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) { if(teamplay) { - if(trace_ent.team != player.team) + if(trace_ent.team != this.team) { - raptor.gun1.enemy = trace_ent; - raptor.gun1.lock_time = time + 5; + vehic.gun1.enemy = trace_ent; + vehic.gun1.lock_time = time + 5; } } else { - raptor.gun1.enemy = trace_ent; - raptor.gun1.lock_time = time + 0.5; + vehic.gun1.enemy = trace_ent; + vehic.gun1.lock_time = time + 0.5; } } - if(raptor.gun1.enemy) + if(vehic.gun1.enemy) { float 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) + vf = real_origin(vehic.gun1.enemy); + UpdateAuxiliaryXhair(this, vf, '1 0 0', 1); + vector _vel = vehic.gun1.enemy.velocity; + if(vehic.gun1.enemy.movetype == MOVETYPE_WALK) _vel_z *= 0.1; if(autocvar_g_vehicle_raptor_cannon_predicttarget) { ad = vf; - distance = vlen(ad - player.origin); + distance = vlen(ad - this.origin); impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; ad = vf + _vel * impact_time; trace_endpos = ad; @@ -339,266 +331,267 @@ float raptor_frame() else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1) { - vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime, + vehicles_locktarget(vehic, (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(vehic.lock_target != NULL) if(autocvar_g_vehicle_raptor_cannon_predicttarget) - if(self.lock_strength == 1) + if(vehic.lock_strength == 1) { float i, distance, impact_time; - vf = real_origin(raptor.lock_target); + vf = real_origin(vehic.lock_target); ad = vf; for(i = 0; i < 4; ++i) { - distance = vlen(ad - raptor.origin); + distance = vlen(ad - vehic.origin); impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; - ad = vf + raptor.lock_target.velocity * impact_time; + ad = vf + vehic.lock_target.velocity * impact_time; } trace_endpos = ad; } - if(self.lock_target) + if(vehic.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); + if(vehic.lock_strength == 1) + UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 1); + else if(vehic.lock_strength > 0.5) + UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 1); + else if(vehic.lock_strength < 0.5) + UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 1); } } - vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1", + vehicle_aimturret(vehic, trace_endpos, vehic.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", + vehicle_aimturret(vehic, trace_endpos, vehic.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); + traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, vehic); + UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0); */ Weapon wep1 = WEP_RAPTOR; - if(!forbidWeaponUse(player)) - if(player.BUTTON_ATCK) - if (wep1.wr_checkammo1(wep1)) + if(!forbidWeaponUse(this)) + if(PHYS_INPUT_BUTTON_ATCK(this)) + if (wep1.wr_checkammo1(wep1, vehic)) { - wep1.wr_think(wep1, self, 0, 1); + .entity weaponentity = weaponentities[0]; + wep1.wr_think(wep1, vehic, weaponentity, 1); } - 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(vehic.vehicle_flags & VHF_SHIELDREGEN) + vehicles_regen(vehic, vehic.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(vehic.vehicle_flags & VHF_HEALTHREGEN) + vehicles_regen(vehic, vehic.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(vehic.vehicle_flags & VHF_ENERGYREGEN) + vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false); Weapon wep2a = WEP_RAPTOR_BOMB; - if(!forbidWeaponUse(player)) - if(raptor.vehicle_weapon2mode == RSM_BOMB) + if(!forbidWeaponUse(this)) + if(vehic.vehicle_weapon2mode == RSM_BOMB) { - if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire) - if(player.BUTTON_ATCK2) + if(time > vehic.lip + autocvar_g_vehicle_raptor_bombs_refire) + if(PHYS_INPUT_BUTTON_ATCK2(this)) { - wep2a.wr_think(wep2a, self, 1, 2); - raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire; - raptor.lip = time; + .entity weaponentity = weaponentities[1]; + wep2a.wr_think(wep2a, vehic, weaponentity, 2); + vehic.delay = time + autocvar_g_vehicle_raptor_bombs_refire; + vehic.lip = time; } } else { Weapon wep2b = WEP_RAPTOR_FLARE; - if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire) - if(player.BUTTON_ATCK2) + if(time > vehic.lip + autocvar_g_vehicle_raptor_flare_refire) + if(PHYS_INPUT_BUTTON_ATCK2(this)) { - wep2b.wr_think(wep2b, self, 1, 2); - raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire; - raptor.lip = time; + .entity weaponentity = weaponentities[1]; + wep2b.wr_think(wep2b, vehic, weaponentity, 2); + vehic.delay = time + autocvar_g_vehicle_raptor_flare_refire; + vehic.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); - player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0; + vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip); + this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100); + this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0; - if(self.bomb1.cnt < time) + if(vehic.bomb1.cnt < time) { - entity _missile = findchainentity(enemy, raptor); - float _incomming = 0; - while(_missile) + bool incoming = false; + FOREACH_ENTITY_ENT(enemy, vehic, { - if(_missile.flags & FL_PROJECTILE) - if(MISSILE_IS_TRACKING(_missile)) - if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range) - ++_incomming; + if(it.flags & FL_PROJECTILE) + if(MISSILE_IS_TRACKING(it)) + if(vdist(vehic.origin - it.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range)) + { + incoming = true; + break; + } + }); - _missile = _missile.chain; + if(incoming) + { + msg_entity = this; + soundto(MSG_ONE, vehic, CH_PAIN_SINGLE, SND(VEH_MISSILE_ALARM), VOL_BASE, ATTEN_NONE); } - if(_incomming) - sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE); - - self.bomb1.cnt = time + 1; + vehic.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); + VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor); + VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor); + if(vehic.vehicle_flags & VHF_HASSHIELD) + VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor); - player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; - - setself(player); - return 1; + PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } -float raptor_takeoff() -{SELFPARAM(); - entity player, raptor; - - player = self; - raptor = self.vehicle; - setself(raptor); +bool raptor_takeoff(entity this) +{ + entity vehic = this.vehicle; + return = true; - self.nextthink = time; - CSQCMODEL_AUTOUPDATE(self); - self.nextthink = 0; // will this work? + vehic.nextthink = time; + CSQCMODEL_AUTOUPDATE(vehic); + vehic.nextthink = 0; // will this work? - if(self.sound_nexttime < time) + if(vehic.sound_nexttime < time) { - self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav"); - sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM); + vehic.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav"); + sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM); } // Takeoff sequense - if(raptor.frame < 25) + if(vehic.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; + vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime); + vehic.velocity_z = min(vehic.velocity_z * 1.5, 256); + vehic.bomb1.gun1.avelocity_y = 90 + ((vehic.frame / 25) * 25000); + vehic.bomb1.gun2.avelocity_y = -vehic.bomb1.gun1.avelocity_y; + PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; - setorigin(player, raptor.origin + '0 0 32'); + setorigin(this, vehic.origin + '0 0 32'); } else - player.PlayerPhysplug = raptor_frame; + this.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(vehic.vehicle_flags & VHF_SHIELDREGEN) + vehicles_regen(vehic, vehic.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(vehic.vehicle_flags & VHF_HEALTHREGEN) + vehicles_regen(vehic, vehic.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(vehic.vehicle_flags & VHF_ENERGYREGEN) + vehicles_regen(vehic, vehic.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); - player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0; + vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip); + this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100); + this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0; - VEHICLE_UPDATE_PLAYER(player, health, raptor); - VEHICLE_UPDATE_PLAYER(player, energy, raptor); - if(self.vehicle_flags & VHF_HASSHIELD) - VEHICLE_UPDATE_PLAYER(player, shield, raptor); + VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor); + VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor); + if(vehic.vehicle_flags & VHF_HASSHIELD) + VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor); - player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; - setself(player); - return 1; + PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } -void raptor_blowup() -{SELFPARAM(); - self.deadflag = DEAD_DEAD; - self.vehicle_exit(VHEF_NORMAL); - RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, 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_blowup(entity this, entity toucher) +{ + this.deadflag = DEAD_DEAD; + this.vehicle_exit(this, VHEF_NORMAL); + RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, NULL); + + this.alpha = -1; + this.movetype = MOVETYPE_NONE; + this.effects = EF_NODRAW; + this.colormod = '0 0 0'; + this.avelocity = '0 0 0'; + this.velocity = '0 0 0'; + + setorigin(this, this.pos1); + settouch(this, func_null); + this.nextthink = 0; } -void raptor_diethink() -{SELFPARAM(); - if(time >= self.wait) - self.think = raptor_blowup; +void raptor_diethink(entity this) +{ + if(time >= this.wait) + { + raptor_blowup(this, NULL); + return; + } if(random() < 0.05) { - sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); - Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); + sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); + Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1); } - self.nextthink = time; + this.nextthink = time; - CSQCMODEL_AUTOUPDATE(self); + CSQCMODEL_AUTOUPDATE(this); } // If we dont do this ever now and then, the raptors rotors // stop working, presumably due to angle overflow. cute. -void raptor_rotor_anglefix() -{SELFPARAM(); - self.gun1.angles_y = anglemods(self.gun1.angles_y); - self.gun2.angles_y = anglemods(self.gun2.angles_y); - self.nextthink = time + 15; +void raptor_rotor_anglefix(entity this) +{ + this.gun1.angles_y = anglemods(this.gun1.angles_y); + this.gun2.angles_y = anglemods(this.gun2.angles_y); + this.nextthink = time + 15; } -float raptor_impulse(float _imp) -{SELFPARAM(); +bool raptor_impulse(entity this, int _imp) +{ switch(_imp) { - case 1: - self.vehicle.vehicle_weapon2mode = RSM_BOMB; - CSQCVehicleSetup(self, 0); + case IMP_weapon_group_1.impulse: + this.vehicle.vehicle_weapon2mode = RSM_BOMB; + CSQCVehicleSetup(this, 0); return true; - case 2: - self.vehicle.vehicle_weapon2mode = RSM_FLARE; - CSQCVehicleSetup(self, 0); + case IMP_weapon_group_2.impulse: + this.vehicle.vehicle_weapon2mode = RSM_FLARE; + CSQCVehicleSetup(this, 0); return true; - case 10: - case 15: - case 18: - self.vehicle.vehicle_weapon2mode += 1; - if(self.vehicle.vehicle_weapon2mode > RSM_LAST) - self.vehicle.vehicle_weapon2mode = RSM_FIRST; + case IMP_weapon_next_byid.impulse: + case IMP_weapon_next_bypriority.impulse: + case IMP_weapon_next_bygroup.impulse: + this.vehicle.vehicle_weapon2mode += 1; + if(this.vehicle.vehicle_weapon2mode > RSM_LAST) + this.vehicle.vehicle_weapon2mode = RSM_FIRST; - CSQCVehicleSetup(self, 0); + CSQCVehicleSetup(this, 0); return true; - case 11: - 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); + case IMP_weapon_last.impulse: + case IMP_weapon_prev_byid.impulse: + case IMP_weapon_prev_bypriority.impulse: + case IMP_weapon_prev_bygroup.impulse: + this.vehicle.vehicle_weapon2mode -= 1; + if(this.vehicle.vehicle_weapon2mode < RSM_FIRST) + this.vehicle.vehicle_weapon2mode = RSM_LAST; + + CSQCVehicleSetup(this, 0); return true; /* - case 17: // toss gun, could be used to exit? + case IMP_weapon_drop.impulse: // toss gun, could be used to exit? break; - case 20: // Manual minigun reload? + case IMP_weapon_reload.impulse: // Manual minigun reload? break; */ } @@ -607,247 +600,250 @@ float raptor_impulse(float _imp) spawnfunc(vehicle_raptor) { - if(!autocvar_g_vehicle_raptor) { remove(self); return; } - if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; } + if(!autocvar_g_vehicle_raptor) { remove(this); return; } + if(!vehicle_initialize(this, VEH_RAPTOR, false)) { remove(this); return; } } - METHOD(Raptor, vr_impact, void(Raptor thisveh)) - { - if(autocvar_g_vehicle_raptor_bouncepain) - vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z); - } - METHOD(Raptor, vr_enter, void(Raptor thisveh)) - { - 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); - } - METHOD(Raptor, vr_death, void(Raptor thisveh)) - { - 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); - - Send_Effect(EFFECT_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; - } - METHOD(Raptor, vr_spawn, void(Raptor thisveh)) - { - 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_impulse = raptor_impulse; - - self.frame = 0; - - self.bomb1 = spawn(); - self.bomb2 = spawn(); - self.gun1 = spawn(); - self.gun2 = spawn(); - - setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED); - setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED); - setmodel(self.gun1, MDL_VEH_RAPTOR_GUN); - setmodel(self.gun2, MDL_VEH_RAPTOR_GUN); - setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL); - - 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, MDL_VEH_RAPTOR_PROP); - 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, MDL_VEH_RAPTOR_PROP); - 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; +METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance)) +{ + if(autocvar_g_vehicle_raptor_bouncepain) + vehicles_impact(instance, autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z); +} +METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance)) +{ + instance.vehicle_weapon2mode = RSM_BOMB; + instance.owner.PlayerPhysplug = raptor_takeoff; + instance.movetype = MOVETYPE_BOUNCEMISSILE; + instance.solid = SOLID_SLIDEBOX; + instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100; + instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100; + instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work + instance.tur_head.exteriormodeltoclient = instance.owner; + + instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire; + instance.lip = time; + + if(instance.owner.flagcarried) + setorigin(instance.owner.flagcarried, '-20 0 96'); + + CSQCVehicleSetup(instance.owner, 0); +} +METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance)) +{ + instance.health = 0; + instance.event_damage = func_null; + instance.solid = SOLID_CORPSE; + instance.takedamage = DAMAGE_NO; + instance.deadflag = DEAD_DYING; + instance.movetype = MOVETYPE_BOUNCE; + setthink(instance, raptor_diethink); + instance.nextthink = time; + instance.wait = time + 5 + (random() * 5); - self.PlayerPhysplug = raptor_frame; + Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1); - self.bomb1.gun1.avelocity_y = 90; - self.bomb1.gun2.avelocity_y = -90; + instance.velocity_z += 600; - self.delay = time; + instance.avelocity = '0 0.5 1' * (random() * 400); + instance.avelocity -= '0 0.5 1' * (random() * 400); - self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor; - self.bouncestop = autocvar_g_vehicle_raptor_bouncestop; - self.damageforcescale = 0.25; - self.vehicle_health = autocvar_g_vehicle_raptor_health; - self.vehicle_shield = autocvar_g_vehicle_raptor_shield; - } - METHOD(Raptor, vr_setup, void(Raptor thisveh)) - { - if(autocvar_g_vehicle_raptor_shield) - self.vehicle_flags |= VHF_HASSHIELD; + instance.colormod = '-0.5 -0.5 -0.5'; + settouch(instance, raptor_blowup); +} +METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance)) +{ + if(!instance.gun1) + { + entity spinner; + vector ofs; + + //FIXME: Camera is in a bad place in HUD model. + //setorigin(instance.vehicle_viewport, '25 0 5'); + + instance.vehicles_impulse = raptor_impulse; + + instance.frame = 0; + + instance.bomb1 = new(raptor_bomb); + instance.bomb2 = new(raptor_bomb); + instance.gun1 = new(raptor_gun); + instance.gun2 = new(raptor_gun); + + setmodel(instance.bomb1, MDL_VEH_RAPTOR_CB_FOLDED); + setmodel(instance.bomb2, MDL_VEH_RAPTOR_CB_FOLDED); + setmodel(instance.gun1, MDL_VEH_RAPTOR_GUN); + setmodel(instance.gun2, MDL_VEH_RAPTOR_GUN); + setmodel(instance.tur_head, MDL_VEH_RAPTOR_TAIL); + + setattachment(instance.bomb1, instance, "bombmount_left"); + setattachment(instance.bomb2, instance, "bombmount_right"); + setattachment(instance.tur_head, instance,"root"); + + // FIXMODEL Guns mounts to angled bones + instance.bomb1.angles = instance.angles; + instance.angles = '0 0 0'; + // This messes up gun-aim, so work arround it. + //setattachment(instance.gun1, instance, "gunmount_left"); + ofs = gettaginfo(instance, gettagindex(instance, "gunmount_left")); + ofs -= instance.origin; + setattachment(instance.gun1, instance, ""); + setorigin(instance.gun1, ofs); + + //setattachment(instance.gun2, instance, "gunmount_right"); + ofs = gettaginfo(instance, gettagindex(instance, "gunmount_right")); + ofs -= instance.origin; + setattachment(instance.gun2, instance, ""); + setorigin(instance.gun2, ofs); + + instance.angles = instance.bomb1.angles; + instance.bomb1.angles = '0 0 0'; + + spinner = new(raptor_spinner); + spinner.owner = instance; + setmodel(spinner, MDL_VEH_RAPTOR_PROP); + setattachment(spinner, instance, "engine_left"); + spinner.movetype = MOVETYPE_NOCLIP; + spinner.avelocity = '0 90 0'; + instance.bomb1.gun1 = spinner; + + spinner = new(raptor_spinner); + spinner.owner = instance; + setmodel(spinner, MDL_VEH_RAPTOR_PROP); + setattachment(spinner, instance, "engine_right"); + spinner.movetype = MOVETYPE_NOCLIP; + spinner.avelocity = '0 -90 0'; + instance.bomb1.gun2 = spinner; + + // Sigh. + setthink(instance.bomb1, raptor_rotor_anglefix); + instance.bomb1.nextthink = time; + + instance.mass = 1 ; + } + + instance.frame = 0; + instance.vehicle_health = autocvar_g_vehicle_raptor_health; + instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; + instance.movetype = MOVETYPE_TOSS; + instance.solid = SOLID_SLIDEBOX; + instance.vehicle_energy = 1; + + if(!autocvar_g_vehicle_raptor_swim) + instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK; + + instance.PlayerPhysplug = raptor_frame; + + instance.bomb1.gun1.avelocity_y = 90; + instance.bomb1.gun2.avelocity_y = -90; + + instance.delay = time; + + instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor; + instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop; + instance.damageforcescale = 0.25; + instance.vehicle_health = autocvar_g_vehicle_raptor_health; + instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; +} +METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance)) +{ + if(autocvar_g_vehicle_raptor_shield) + instance.vehicle_flags |= VHF_HASSHIELD; - if(autocvar_g_vehicle_raptor_shield_regen) - self.vehicle_flags |= VHF_SHIELDREGEN; + if(autocvar_g_vehicle_raptor_shield_regen) + instance.vehicle_flags |= VHF_SHIELDREGEN; - if(autocvar_g_vehicle_raptor_health_regen) - self.vehicle_flags |= VHF_HEALTHREGEN; + if(autocvar_g_vehicle_raptor_health_regen) + instance.vehicle_flags |= VHF_HEALTHREGEN; - if(autocvar_g_vehicle_raptor_energy_regen) - self.vehicle_flags |= VHF_ENERGYREGEN; + if(autocvar_g_vehicle_raptor_energy_regen) + instance.vehicle_flags |= VHF_ENERGYREGEN; - self.vehicle_exit = raptor_exit; - self.respawntime = autocvar_g_vehicle_raptor_respawntime; - self.vehicle_health = autocvar_g_vehicle_raptor_health; - self.vehicle_shield = autocvar_g_vehicle_raptor_shield; - self.max_health = self.vehicle_health; - } + instance.vehicle_exit = raptor_exit; + instance.respawntime = autocvar_g_vehicle_raptor_respawntime; + instance.vehicle_health = autocvar_g_vehicle_raptor_health; + instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; + instance.max_health = instance.vehicle_health; +} #endif #ifdef CSQC - METHOD(Raptor, vr_hud, void(Raptor thisveh)) - { - Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2", - "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, - "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color); - } - METHOD(Raptor, vr_crosshair, void(Raptor thisveh)) - { - string crosshair; - - switch(weapon2mode) - { - case RSM_FLARE: crosshair = vCROSS_RAIN; break; - case RSM_BOMB: crosshair = vCROSS_BURST; break; - default: crosshair = vCROSS_BURST; - } - - vector tmpSize = '0 0 0'; - if(weapon2mode != RSM_FLARE) - { - vector where; - - if(!dropmark) - { - dropmark = spawn(); - dropmark.owner = self; - dropmark.gravity = 1; - } - - float reload2 = getstati(STAT_VEHICLESTAT_RELOAD2) * 0.01; - if(reload2 == 1) - { - setorigin(dropmark, pmove_org); - dropmark.velocity = pmove_vel; - tracetoss(dropmark, self); - - where = project_3d_to_2d(trace_endpos); - - setorigin(dropmark, trace_endpos); - tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size; - - if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight)) - { - where.x -= tmpSize.x * 0.5; - where.y -= tmpSize.y * 0.5; - where.z = 0; - drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE); - drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg - } - dropmark.cnt = time + 5; - } - else - { - if(dropmark.cnt > time) - { - where = project_3d_to_2d(dropmark.origin); - tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25; - - if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight)) - { - where.x -= tmpSize.x * 0.5; - where.y -= tmpSize.y * 0.5; - where.z = 0; - drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE); - drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg - } - } - } - } - - Vehicles_drawCrosshair(crosshair); - } - METHOD(Raptor, vr_setup, void(Raptor thisveh)) - { - AuxiliaryXhair[1].axh_image = vCROSS_LOCK; - } +METHOD(Raptor, vr_hud, void(Raptor thisveh)) +{ + Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2", + "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, + "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color); +} +METHOD(Raptor, vr_crosshair, void(Raptor thisveh, entity player)) +{ + string crosshair; + + switch(weapon2mode) + { + case RSM_FLARE: crosshair = vCROSS_RAIN; break; + case RSM_BOMB: crosshair = vCROSS_BURST; break; + default: crosshair = vCROSS_BURST; + } + + vector tmpSize = '0 0 0'; + if(weapon2mode != RSM_FLARE) + { + vector where; + + if(!dropmark) + { + dropmark = spawn(); + dropmark.owner = player; + dropmark.gravity = 1; + } + + float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01; + if(reload2 == 1) + { + setorigin(dropmark, pmove_org); + dropmark.velocity = pmove_vel; + tracetoss(dropmark, player); + + where = project_3d_to_2d(trace_endpos); + + setorigin(dropmark, trace_endpos); + tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size; + + if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight)) + { + where.x -= tmpSize.x * 0.5; + where.y -= tmpSize.y * 0.5; + where.z = 0; + drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE); + drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg + } + dropmark.cnt = time + 5; + } + else + { + if(dropmark.cnt > time) + { + where = project_3d_to_2d(dropmark.origin); + tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25; + + if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight)) + { + where.x -= tmpSize.x * 0.5; + where.y -= tmpSize.y * 0.5; + where.z = 0; + drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE); + drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg + } + } + } + } + + Vehicles_drawCrosshair(crosshair); +} +METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance)) +{ + AuxiliaryXhair[1].axh_image = vCROSS_LOCK; +} #endif #endif