1 #include "raptor_weapons.qh"
7 METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
8 bool isPlayer = IS_PLAYER(actor);
9 entity player = isPlayer ? actor : actor.owner;
10 entity veh = player.vehicle;
11 // 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
12 float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
14 if (weapon_prepareattack(thiswep, player, weaponentity, false, t)) {
15 if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND_Null, CH_WEAPON_B, 0);
16 vector org = w_shotorg;
17 vector dir = w_shotdir;
19 veh.misc_bulletcounter += 1;
20 org = (veh.misc_bulletcounter <= 2) ? gettaginfo(veh.gun1, gettagindex(veh.gun1, "fire1"))
21 : (((veh.misc_bulletcounter == 4) ? veh.misc_bulletcounter = 0 : 0), gettaginfo(veh.gun2, gettagindex(veh.gun2, "fire1")));
23 veh.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
26 vehicles_projectile(veh, EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND_LASERGUN_FIRE,
27 org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
28 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
29 DEATH_VH_RAPT_CANNON.m_id, PROJECTILE_RAPTORCANNON, 0, true, true, player);
30 weapon_thinkf(player, weaponentity, WFRAME_FIRE1, 0, w_ready);
33 METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep)) {
35 bool isPlayer = IS_PLAYER(self);
36 entity player = isPlayer ? self : self.owner;
37 entity veh = player.vehicle;
38 return isPlayer || veh.vehicle_energy >= autocvar_g_vehicle_raptor_cannon_cost;
42 void raptor_bombdrop();
43 METHOD(RaptorBomb, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
44 bool isPlayer = IS_PLAYER(actor);
45 entity player = isPlayer ? actor : actor.owner;
46 entity veh = player.vehicle;
48 if (!isPlayer || weapon_prepareattack(thiswep, player, weaponentity, true, autocvar_g_vehicle_raptor_bombs_refire)) {
49 if (veh) setself(veh);
51 weapon_thinkf(player, weaponentity, WFRAME_FIRE2, 0, w_ready);
55 void raptor_flare_think();
56 void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
57 void raptor_flare_touch();
59 METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
60 bool isPlayer = IS_PLAYER(actor);
61 entity player = isPlayer ? actor : actor.owner;
62 entity veh = player.vehicle;
64 if (!isPlayer || weapon_prepareattack(thiswep, player, weaponentity, true, autocvar_g_vehicle_raptor_flare_refire)) {
65 for(int i = 0; i < 3; ++i) {
66 entity _flare = spawn();
67 setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
68 _flare.effects = EF_LOWPRECISION | EF_FLAME;
70 setorigin(_flare, actor.origin - '0 0 16');
71 _flare.movetype = MOVETYPE_TOSS;
72 _flare.gravity = 0.15;
73 _flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
74 _flare.think = raptor_flare_think;
75 _flare.nextthink = time;
76 _flare.owner = veh ? veh : player;
77 _flare.solid = SOLID_CORPSE;
78 _flare.takedamage = DAMAGE_YES;
79 _flare.event_damage = raptor_flare_damage;
81 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
82 _flare.touch = raptor_flare_touch;
84 weapon_thinkf(player, weaponentity, WFRAME_FIRE2, 0, w_ready);
89 void raptor_bomblet_boom()
91 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
92 autocvar_g_vehicle_raptor_bomblet_edgedamage,
93 autocvar_g_vehicle_raptor_bomblet_radius, world, world,
94 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB.m_id, world);
98 void raptor_bomblet_touch()
100 if(other == self.owner)
104 self.think = raptor_bomblet_boom;
105 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
108 void raptor_bomb_burst()
111 if(autocvar_g_vehicle_raptor_bomblet_alt)
113 self.nextthink = time;
114 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
115 if((trace_fraction == 1.0) || (vdist(self.origin - self.owner.origin, <, autocvar_g_vehicle_raptor_bomblet_radius)))
117 UpdateCSQCProjectile(self);
125 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT.m_id, 0, self);
127 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
130 setorigin(bomblet, self.origin);
132 bomblet.movetype = MOVETYPE_TOSS;
133 bomblet.touch = raptor_bomblet_touch;
134 bomblet.think = raptor_bomblet_boom;
135 bomblet.nextthink = time + 5;
136 bomblet.owner = self.owner;
137 bomblet.realowner = self.realowner;
138 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
140 PROJECTILE_MAKETRIGGER(bomblet);
141 CSQCProjectile(bomblet, true, PROJECTILE_RAPTORBOMBLET, true);
147 void raptor_bombdrop()
149 entity bomb_1, bomb_2;
154 vector org = gettaginfo(self, gettagindex(self, "bombmount_left"));
155 setorigin(bomb_1, org);
156 org = gettaginfo(self, gettagindex(self, "bombmount_right"));
157 setorigin(bomb_2, org);
159 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
160 bomb_1.velocity = bomb_2.velocity = self.velocity;
161 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
162 bomb_1.think = bomb_2.think = raptor_bomb_burst;
163 bomb_1.cnt = bomb_2.cnt = time + 10;
165 if(autocvar_g_vehicle_raptor_bomblet_alt)
166 bomb_1.nextthink = bomb_2.nextthink = time;
168 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
170 bomb_1.owner = bomb_2.owner = self;
171 bomb_1.realowner = bomb_2.realowner = self.owner;
172 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
173 bomb_1.gravity = bomb_2.gravity = 1;
175 PROJECTILE_MAKETRIGGER(bomb_1);
176 PROJECTILE_MAKETRIGGER(bomb_2);
178 CSQCProjectile(bomb_1, true, PROJECTILE_RAPTORBOMB, true);
179 CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
182 void raptor_flare_touch()
187 void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
189 this.health -= damage;
194 void raptor_flare_think()
196 self.nextthink = time + 0.1;
197 entity _missile = findchainentity(enemy, self.owner);
200 if(_missile.flags & FL_PROJECTILE)
201 if(vdist(self.origin - _missile.origin, <, autocvar_g_vehicle_raptor_flare_range))
202 if(random() > autocvar_g_vehicle_raptor_flare_chase)
203 _missile.enemy = self;
204 _missile = _missile.chain;
207 if(self.tur_impacttime < time)
215 void RaptorCBShellfragDraw(entity this)
220 Movetype_Physics_MatchTicrate(this, autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
221 this.move_avelocity += randomvec() * 15;
222 this.renderflags = 0;
225 this.alpha = bound(0, this.nextthink - time, 1);
227 if(this.alpha < ALPHA_MIN_VISIBLE)
231 void RaptorCBShellfragToss(vector _org, vector _vel, vector _ang)
236 setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
237 setorigin(sfrag, _org);
239 sfrag.move_movetype = MOVETYPE_BOUNCE;
240 sfrag.gravity = 0.15;
241 sfrag.solid = SOLID_CORPSE;
243 sfrag.draw = RaptorCBShellfragDraw;
245 sfrag.move_origin = sfrag.origin = _org;
246 sfrag.move_velocity = _vel;
247 sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
248 sfrag.angles = self.move_angles = _ang;
250 sfrag.move_time = time;
251 sfrag.damageforcescale = 4;
253 sfrag.nextthink = time + 3;
254 sfrag.cnt = time + 2;
256 sfrag.drawmask = MASK_NORMAL;