5 #include "raptor_weapons.qc"
8 /* spawnflags */ ATTRIB(Raptor, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL);
9 /* mins */ ATTRIB(Raptor, mins, vector, '-80 -80 0');
10 /* maxs */ ATTRIB(Raptor, maxs, vector, '80 80 70');
11 /* model */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm");
12 /* model */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm");
13 /* head_model */ ATTRIB(Raptor, head_model, string, "");
14 /* hud_model */ ATTRIB(Raptor, hud_model, string, "models/vehicles/raptor_cockpit.dpm");
15 /* tags */ ATTRIB(Raptor, tag_head, string, "");
16 /* tags */ ATTRIB(Raptor, tag_hud, string, "tag_hud");
17 /* tags */ ATTRIB(Raptor, tag_view, string, "tag_camera");
18 /* netname */ ATTRIB(Raptor, netname, string, "raptor");
19 /* fullname */ ATTRIB(Raptor, vehicle_name, string, _("Raptor"));
20 /* icon */ ATTRIB(Raptor, m_icon, string, "vehicle_raptor");
22 REGISTER_VEHICLE(RAPTOR, NEW(Raptor));
28 #include "raptor_weapons.qc"
32 bool autocvar_g_vehicle_raptor;
34 float autocvar_g_vehicle_raptor_respawntime;
35 float autocvar_g_vehicle_raptor_takeofftime;
37 float autocvar_g_vehicle_raptor_movestyle;
38 float autocvar_g_vehicle_raptor_turnspeed;
39 float autocvar_g_vehicle_raptor_pitchspeed;
40 float autocvar_g_vehicle_raptor_pitchlimit;
42 float autocvar_g_vehicle_raptor_speed_forward;
43 float autocvar_g_vehicle_raptor_speed_strafe;
44 float autocvar_g_vehicle_raptor_speed_up;
45 float autocvar_g_vehicle_raptor_speed_down;
46 float autocvar_g_vehicle_raptor_friction;
48 float autocvar_g_vehicle_raptor_cannon_turnspeed;
49 float autocvar_g_vehicle_raptor_cannon_turnlimit;
50 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
51 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
53 float autocvar_g_vehicle_raptor_cannon_locktarget;
54 float autocvar_g_vehicle_raptor_cannon_locking_time;
55 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
56 float autocvar_g_vehicle_raptor_cannon_locked_time;
57 float autocvar_g_vehicle_raptor_cannon_predicttarget;
59 float autocvar_g_vehicle_raptor_energy;
60 float autocvar_g_vehicle_raptor_energy_regen;
61 float autocvar_g_vehicle_raptor_energy_regen_pause;
63 float autocvar_g_vehicle_raptor_health;
64 float autocvar_g_vehicle_raptor_health_regen;
65 float autocvar_g_vehicle_raptor_health_regen_pause;
67 float autocvar_g_vehicle_raptor_shield;
68 float autocvar_g_vehicle_raptor_shield_regen;
69 float autocvar_g_vehicle_raptor_shield_regen_pause;
71 float autocvar_g_vehicle_raptor_bouncefactor;
72 float autocvar_g_vehicle_raptor_bouncestop;
73 vector autocvar_g_vehicle_raptor_bouncepain;
78 float raptor_altitude(float amax)
80 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
81 return vlen(self.origin - trace_endpos);
88 hgt = raptor_altitude(512);
89 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
90 self.angles_x *= 0.95;
91 self.angles_z *= 0.95;
95 self.frame = (hgt / 128) * 25;
97 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
98 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
102 self.movetype = MOVETYPE_TOSS;
103 self.think = vehicles_think;
107 self.nextthink = time;
109 CSQCMODEL_AUTOUPDATE(self);
112 void raptor_exit(float eject)
115 self.tur_head.exteriormodeltoclient = world;
119 self.think = raptor_land;
120 self.nextthink = time;
126 makevectors(self.angles);
129 spot = self.origin + v_forward * 100 + '0 0 64';
130 spot = vehicles_findgoodexit(spot);
131 setorigin(self.owner , spot);
132 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
133 self.owner.oldvelocity = self.owner.velocity;
137 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
139 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
140 self.owner.velocity_z += 200;
141 spot = self.origin + v_forward * 32 + '0 0 64';
142 spot = vehicles_findgoodexit(spot);
146 self.owner.velocity = self.velocity * 0.5;
147 self.owner.velocity_z += 10;
148 spot = self.origin - v_forward * 200 + '0 0 64';
149 spot = vehicles_findgoodexit(spot);
151 self.owner.oldvelocity = self.owner.velocity;
152 setorigin(self.owner , spot);
155 antilag_clear(self.owner);
161 entity player, raptor;
165 if(intermission_running)
167 self.vehicle.velocity = '0 0 0';
168 self.vehicle.avelocity = '0 0 0';
173 raptor = self.vehicle;
176 vehicles_frame(raptor, player);
179 ftmp = vlen(self.velocity);
180 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
183 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
186 if(self.sound_nexttime < time)
188 self.sound_nexttime = time + 7.955812;
189 //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
190 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
194 else if(fabs(ftmp - self.wait) > 0.2)
196 sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
197 sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
205 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
208 crosshair_trace(player);
210 //if(time - self.lastteleporttime < 1)
212 if(raptor.angles_z > 50 || raptor.angles_z < -50)
214 if(player.BUTTON_JUMP)
216 player.BUTTON_CROUCH = true;
217 player.BUTTON_JUMP = false;
223 vang = raptor.angles;
224 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
227 if(df_x > 180) df_x -= 360;
228 if(df_x < -180) df_x += 360;
229 if(df_y > 180) df_y -= 360;
230 if(df_y < -180) df_y += 360;
232 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
233 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
234 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
238 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
239 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
241 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
242 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
243 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
245 raptor.angles_x = anglemods(raptor.angles_x);
246 raptor.angles_y = anglemods(raptor.angles_y);
247 raptor.angles_z = anglemods(raptor.angles_z);
249 if(autocvar_g_vehicle_raptor_movestyle == 1)
250 makevectors('0 1 0' * raptor.angles_y);
252 makevectors(player.v_angle);
254 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
256 if(player.movement_x != 0)
258 if(player.movement_x > 0)
259 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
260 else if(player.movement_x < 0)
261 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
264 if(player.movement_y != 0)
266 if(player.movement_y < 0)
267 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
268 else if(player.movement_y > 0)
269 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
271 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
275 raptor.angles_z *= 0.95;
276 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
280 if(player.BUTTON_CROUCH)
281 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
282 else if (player.BUTTON_JUMP)
283 df += v_up * autocvar_g_vehicle_raptor_speed_up;
285 raptor.velocity += df * frametime;
286 player.velocity = player.movement = raptor.velocity;
287 setorigin(player, raptor.origin + '0 0 32');
289 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
292 // Target lock & predict
293 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
295 if(raptor.gun1.lock_time < time || IS_DEAD(raptor.gun1.enemy) || STAT(FROZEN, raptor.gun1.enemy))
296 raptor.gun1.enemy = world;
299 if(trace_ent.movetype)
300 if(trace_ent.takedamage)
301 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
305 if(trace_ent.team != player.team)
307 raptor.gun1.enemy = trace_ent;
308 raptor.gun1.lock_time = time + 5;
313 raptor.gun1.enemy = trace_ent;
314 raptor.gun1.lock_time = time + 0.5;
318 if(raptor.gun1.enemy)
320 float distance, impact_time;
322 vf = real_origin(raptor.gun1.enemy);
323 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
324 vector _vel = raptor.gun1.enemy.velocity;
325 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
328 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
331 distance = vlen(ad - player.origin);
332 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
333 ad = vf + _vel * impact_time;
340 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
343 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
344 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
345 autocvar_g_vehicle_raptor_cannon_locked_time);
347 if(self.lock_target != world)
348 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
349 if(self.lock_strength == 1)
351 float i, distance, impact_time;
353 vf = real_origin(raptor.lock_target);
355 for(i = 0; i < 4; ++i)
357 distance = vlen(ad - raptor.origin);
358 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
359 ad = vf + raptor.lock_target.velocity * impact_time;
366 if(raptor.lock_strength == 1)
367 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
368 else if(self.lock_strength > 0.5)
369 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
370 else if(self.lock_strength < 0.5)
371 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
376 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
377 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
378 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
380 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
381 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
382 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
386 v_forward = vf * 0.5;
387 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
388 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
391 Weapon wep1 = WEP_RAPTOR;
392 if(!forbidWeaponUse(player))
393 if(player.BUTTON_ATCK)
394 if (wep1.wr_checkammo1(wep1))
396 .entity weaponentity = weaponentities[0];
397 wep1.wr_think(wep1, self, weaponentity, 1);
400 if(self.vehicle_flags & VHF_SHIELDREGEN)
401 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
403 if(self.vehicle_flags & VHF_HEALTHREGEN)
404 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
406 if(self.vehicle_flags & VHF_ENERGYREGEN)
407 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
409 Weapon wep2a = WEP_RAPTOR_BOMB;
410 if(!forbidWeaponUse(player))
411 if(raptor.vehicle_weapon2mode == RSM_BOMB)
413 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
414 if(player.BUTTON_ATCK2)
416 .entity weaponentity = weaponentities[1];
417 wep2a.wr_think(wep2a, self, weaponentity, 2);
418 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
424 Weapon wep2b = WEP_RAPTOR_FLARE;
425 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
426 if(player.BUTTON_ATCK2)
428 .entity weaponentity = weaponentities[1];
429 wep2b.wr_think(wep2b, self, weaponentity, 2);
430 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
435 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
436 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
437 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
439 if(self.bomb1.cnt < time)
441 entity _missile = findchainentity(enemy, raptor);
442 float _incomming = 0;
445 if(_missile.flags & FL_PROJECTILE)
446 if(MISSILE_IS_TRACKING(_missile))
447 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
450 _missile = _missile.chain;
454 sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
456 self.bomb1.cnt = time + 1;
460 VEHICLE_UPDATE_PLAYER(player, health, raptor);
461 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
462 if(self.vehicle_flags & VHF_HASSHIELD)
463 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
465 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
471 float raptor_takeoff()
473 entity player, raptor;
476 raptor = self.vehicle;
479 self.nextthink = time;
480 CSQCMODEL_AUTOUPDATE(self);
481 self.nextthink = 0; // will this work?
483 if(self.sound_nexttime < time)
485 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
486 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
490 if(raptor.frame < 25)
492 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
493 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
494 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
495 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
496 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
498 setorigin(player, raptor.origin + '0 0 32');
501 player.PlayerPhysplug = raptor_frame;
503 if(self.vehicle_flags & VHF_SHIELDREGEN)
504 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
506 if(self.vehicle_flags & VHF_HEALTHREGEN)
507 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
509 if(self.vehicle_flags & VHF_ENERGYREGEN)
510 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
513 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
514 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
515 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
517 VEHICLE_UPDATE_PLAYER(player, health, raptor);
518 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
519 if(self.vehicle_flags & VHF_HASSHIELD)
520 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
522 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
529 self.deadflag = DEAD_DEAD;
530 self.vehicle_exit(VHEF_NORMAL);
531 RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
534 self.movetype = MOVETYPE_NONE;
535 self.effects = EF_NODRAW;
536 self.colormod = '0 0 0';
537 self.avelocity = '0 0 0';
538 self.velocity = '0 0 0';
540 setorigin(self, self.pos1);
541 self.touch = func_null;
545 void raptor_diethink()
547 if(time >= self.wait)
548 self.think = raptor_blowup;
552 sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
553 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
555 self.nextthink = time;
557 CSQCMODEL_AUTOUPDATE(self);
560 // If we dont do this ever now and then, the raptors rotors
561 // stop working, presumably due to angle overflow. cute.
562 void raptor_rotor_anglefix()
564 self.gun1.angles_y = anglemods(self.gun1.angles_y);
565 self.gun2.angles_y = anglemods(self.gun2.angles_y);
566 self.nextthink = time + 15;
569 float raptor_impulse(float _imp)
573 case IMP_weapon_group_1.impulse:
574 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
575 CSQCVehicleSetup(self, 0);
577 case IMP_weapon_group_2.impulse:
578 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
579 CSQCVehicleSetup(self, 0);
582 case IMP_weapon_next_byid.impulse:
583 case IMP_weapon_next_bypriority.impulse:
584 case IMP_weapon_next_bygroup.impulse:
585 self.vehicle.vehicle_weapon2mode += 1;
586 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
587 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
589 CSQCVehicleSetup(self, 0);
591 case IMP_weapon_last.impulse:
592 case IMP_weapon_prev_byid.impulse:
593 case IMP_weapon_prev_bypriority.impulse:
594 case IMP_weapon_prev_bygroup.impulse:
595 self.vehicle.vehicle_weapon2mode -= 1;
596 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
597 self.vehicle.vehicle_weapon2mode = RSM_LAST;
599 CSQCVehicleSetup(self, 0);
603 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
605 case IMP_weapon_reload.impulse: // Manual minigun reload?
612 spawnfunc(vehicle_raptor)
614 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
615 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
618 METHOD(Raptor, vr_impact, void(Raptor thisveh))
620 if(autocvar_g_vehicle_raptor_bouncepain)
621 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
623 METHOD(Raptor, vr_enter, void(Raptor thisveh))
625 self.vehicle_weapon2mode = RSM_BOMB;
626 self.owner.PlayerPhysplug = raptor_takeoff;
627 self.movetype = MOVETYPE_BOUNCEMISSILE;
628 self.solid = SOLID_SLIDEBOX;
629 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
630 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
631 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
632 self.tur_head.exteriormodeltoclient = self.owner;
634 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
637 if(self.owner.flagcarried)
638 setorigin(self.owner.flagcarried, '-20 0 96');
640 CSQCVehicleSetup(self.owner, 0);
642 METHOD(Raptor, vr_death, void(Raptor thisveh))
645 self.event_damage = func_null;
646 self.solid = SOLID_CORPSE;
647 self.takedamage = DAMAGE_NO;
648 self.deadflag = DEAD_DYING;
649 self.movetype = MOVETYPE_BOUNCE;
650 self.think = raptor_diethink;
651 self.nextthink = time;
652 self.wait = time + 5 + (random() * 5);
654 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
656 self.velocity_z += 600;
658 self.avelocity = '0 0.5 1' * (random() * 400);
659 self.avelocity -= '0 0.5 1' * (random() * 400);
661 self.colormod = '-0.5 -0.5 -0.5';
662 self.touch = raptor_blowup;
664 METHOD(Raptor, vr_spawn, void(Raptor thisveh))
671 //FIXME: Camera is in a bad place in HUD model.
672 //setorigin(self.vehicle_viewport, '25 0 5');
674 self.vehicles_impulse = raptor_impulse;
678 self.bomb1 = new(raptor_bomb);
679 self.bomb2 = new(raptor_bomb);
680 self.gun1 = new(raptor_gun);
681 self.gun2 = new(raptor_gun);
683 setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
684 setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
685 setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
686 setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
687 setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
689 setattachment(self.bomb1, self, "bombmount_left");
690 setattachment(self.bomb2, self, "bombmount_right");
691 setattachment(self.tur_head, self,"root");
693 // FIXMODEL Guns mounts to angled bones
694 self.bomb1.angles = self.angles;
695 self.angles = '0 0 0';
696 // This messes up gun-aim, so work arround it.
697 //setattachment(self.gun1, self, "gunmount_left");
698 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
700 setattachment(self.gun1, self, "");
701 setorigin(self.gun1, ofs);
703 //setattachment(self.gun2, self, "gunmount_right");
704 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
706 setattachment(self.gun2, self, "");
707 setorigin(self.gun2, ofs);
709 self.angles = self.bomb1.angles;
710 self.bomb1.angles = '0 0 0';
712 spinner = new(raptor_spinner);
713 spinner.owner = self;
714 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
715 setattachment(spinner, self, "engine_left");
716 spinner.movetype = MOVETYPE_NOCLIP;
717 spinner.avelocity = '0 90 0';
718 self.bomb1.gun1 = spinner;
720 spinner = new(raptor_spinner);
721 spinner.owner = self;
722 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
723 setattachment(spinner, self, "engine_right");
724 spinner.movetype = MOVETYPE_NOCLIP;
725 spinner.avelocity = '0 -90 0';
726 self.bomb1.gun2 = spinner;
729 self.bomb1.think = raptor_rotor_anglefix;
730 self.bomb1.nextthink = time;
736 self.vehicle_health = autocvar_g_vehicle_raptor_health;
737 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
738 self.movetype = MOVETYPE_TOSS;
739 self.solid = SOLID_SLIDEBOX;
740 self.vehicle_energy = 1;
742 self.PlayerPhysplug = raptor_frame;
744 self.bomb1.gun1.avelocity_y = 90;
745 self.bomb1.gun2.avelocity_y = -90;
749 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
750 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
751 self.damageforcescale = 0.25;
752 self.vehicle_health = autocvar_g_vehicle_raptor_health;
753 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
755 METHOD(Raptor, vr_setup, void(Raptor thisveh))
757 if(autocvar_g_vehicle_raptor_shield)
758 self.vehicle_flags |= VHF_HASSHIELD;
760 if(autocvar_g_vehicle_raptor_shield_regen)
761 self.vehicle_flags |= VHF_SHIELDREGEN;
763 if(autocvar_g_vehicle_raptor_health_regen)
764 self.vehicle_flags |= VHF_HEALTHREGEN;
766 if(autocvar_g_vehicle_raptor_energy_regen)
767 self.vehicle_flags |= VHF_ENERGYREGEN;
769 self.vehicle_exit = raptor_exit;
770 self.respawntime = autocvar_g_vehicle_raptor_respawntime;
771 self.vehicle_health = autocvar_g_vehicle_raptor_health;
772 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
773 self.max_health = self.vehicle_health;
779 METHOD(Raptor, vr_hud, void(Raptor thisveh))
781 Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
782 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
783 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
785 METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
791 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
792 case RSM_BOMB: crosshair = vCROSS_BURST; break;
793 default: crosshair = vCROSS_BURST;
796 vector tmpSize = '0 0 0';
797 if(weapon2mode != RSM_FLARE)
804 dropmark.owner = self;
805 dropmark.gravity = 1;
808 float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
811 setorigin(dropmark, pmove_org);
812 dropmark.velocity = pmove_vel;
813 tracetoss(dropmark, self);
815 where = project_3d_to_2d(trace_endpos);
817 setorigin(dropmark, trace_endpos);
818 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
820 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
822 where.x -= tmpSize.x * 0.5;
823 where.y -= tmpSize.y * 0.5;
825 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
826 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
828 dropmark.cnt = time + 5;
832 if(dropmark.cnt > time)
834 where = project_3d_to_2d(dropmark.origin);
835 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
837 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
839 where.x -= tmpSize.x * 0.5;
840 where.y -= tmpSize.y * 0.5;
842 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
843 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
849 Vehicles_drawCrosshair(crosshair);
851 METHOD(Raptor, vr_setup, void(Raptor thisveh))
853 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;