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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #define RAPTOR_MIN '-80 -80 0'
2 #define RAPTOR_MAX '80 80 70'
3
4 float autocvar_g_vehicle_raptor_respawntime;
5
6 float autocvar_g_vehicle_raptor_movestyle;
7 float autocvar_g_vehicle_raptor_turnspeed;
8 float autocvar_g_vehicle_raptor_pitchspeed;
9 float autocvar_g_vehicle_raptor_pitchlimit;
10
11 float autocvar_g_vehicle_raptor_speed_forward;
12 float autocvar_g_vehicle_raptor_speed_strafe;
13 float autocvar_g_vehicle_raptor_speed_up;
14 float autocvar_g_vehicle_raptor_speed_down;
15 float autocvar_g_vehicle_raptor_friction;
16
17 float autocvar_g_vehicle_raptor_bomblets;
18 float autocvar_g_vehicle_raptor_bomblet_alt;
19 float autocvar_g_vehicle_raptor_bomblet_time;
20 float autocvar_g_vehicle_raptor_bomblet_damage;
21 float autocvar_g_vehicle_raptor_bomblet_spread;
22 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
23 float autocvar_g_vehicle_raptor_bomblet_radius;
24 float autocvar_g_vehicle_raptor_bomblet_force;
25 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
26 float autocvar_g_vehicle_raptor_bombs_refire;
27
28 float autocvar_g_vehicle_raptor_cannon_turnspeed;
29 float autocvar_g_vehicle_raptor_cannon_turnlimit;
30 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
32
33 float autocvar_g_vehicle_raptor_cannon_locktarget;
34 float autocvar_g_vehicle_raptor_cannon_locking_time;
35 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
36 float autocvar_g_vehicle_raptor_cannon_locked_time;
37 float autocvar_g_vehicle_raptor_cannon_predicttarget;
38
39 float autocvar_g_vehicle_raptor_cannon_cost;
40 float autocvar_g_vehicle_raptor_cannon_damage;
41 float autocvar_g_vehicle_raptor_cannon_radius;
42 float autocvar_g_vehicle_raptor_cannon_refire;
43 float autocvar_g_vehicle_raptor_cannon_speed;
44 float autocvar_g_vehicle_raptor_cannon_spread;
45 float autocvar_g_vehicle_raptor_cannon_force;
46
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
50
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
54
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
58
59 void raptor_spawn();
60 float raptor_frame();
61 float raptor_takeoff();
62
63 .entity bomb1;
64 .entity bomb2;
65
66 //#define RAPTOR_RETARDCAMERA
67
68 float raptor_altitude(float amax)
69 {
70         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
71     return vlen(self.origin - trace_endpos);
72 }
73
74
75 void raptor_bomblet_boom()
76 {
77     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
78     pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
79     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
80                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
81                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
82                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
83     remove(self);
84 }
85
86 void raptor_bomblet_touch()
87 {
88     if(other == self.owner)
89         return;
90
91     PROJECTILE_TOUCH;
92     self.think = raptor_bomblet_boom;
93     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
94 }
95
96 void raptor_bomb_burst()
97 {
98     if(self.cnt > time)
99     if(autocvar_g_vehicle_raptor_bomblet_alt)
100     {
101         self.nextthink = time;
102         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
103         if(trace_fraction == 1.0)
104             return;
105
106         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
107             return;
108     }
109
110     entity bomblet;
111     float i;
112
113     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
114     pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
115
116     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
117     {
118         bomblet = spawn();
119         setorigin(bomblet, self.origin);
120
121         //bomblet.solid       = SOLID_TRIGGER;
122         bomblet.movetype    = MOVETYPE_TOSS;
123         bomblet.touch       = raptor_bomblet_touch;
124         bomblet.think       = raptor_bomblet_boom;
125         bomblet.nextthink   = time + 5;
126         bomblet.owner       = self.owner;
127         bomblet.realowner   = self.realowner;
128         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
129         PROJECTILE_MAKETRIGGER(bomblet);
130         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
131     }
132
133     remove(self);
134 }
135
136 void raptor_bomb_touch()
137 {
138     raptor_bomb_burst();
139 }
140
141 void raptor_bombdrop()
142 {
143     entity bomb_1, bomb_2;
144
145     //self.bomb1.alpha = 0;
146     //self.bomb2.alpha = 0;
147
148     bomb_1 = spawn();
149     bomb_2 = spawn();
150
151     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
152     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
153
154     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_TOSS;
155     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
156     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
157     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
158     bomb_1.cnt          = bomb_2.cnt        = time + 10;
159
160     if(autocvar_g_vehicle_raptor_bomblet_alt)
161         bomb_1.nextthink = bomb_2.nextthink  = time;
162     else
163         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
164
165     bomb_1.owner     = bomb_2.owner      = self;
166     bomb_1.realowner = bomb_2.realowner  = self.owner;
167     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
168     bomb_1.gravity   = bomb_2.gravity    = 1;
169
170     PROJECTILE_MAKETRIGGER(bomb_1);
171     PROJECTILE_MAKETRIGGER(bomb_2);
172
173     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
174     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175
176 }
177
178
179 void raptor_fire_cannon(entity gun, string tagname)
180 {
181     entity bolt;
182     vector b_org;
183     b_org = gettaginfo(gun, gettagindex(gun, tagname));
184     bolt = vehicles_projectile("raptor_cannon_impact", "weapons/laserimpact.wav", "raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
185                            b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
186                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
187                            DEATH_WAKIGUN, PROJECTILE_RAPTORCANNON, 0);
188 }
189
190 void raptor_think()
191 {
192 }
193
194 void raptor_enter()
195 {
196     self.owner.PlayerPhysplug = raptor_takeoff;
197     self.movetype       = MOVETYPE_FLY;
198     self.solid          = SOLID_BBOX;
199     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
200     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
201     self.velocity_z = 1;
202
203 #ifdef RAPTOR_RETARDCAMERA
204     setorigin(self.vehicle_viewport, self.origin);
205 #endif
206 }
207
208 void raptor_land()
209 {
210     float hgt;
211
212     hgt = raptor_altitude(512);
213     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
214     self.angles_x *= 0.95;
215     self.angles_z *= 0.95;
216
217     if(hgt < 128)
218         if(self.frame != 0)
219             self.frame = max(self.frame - 0.25, 0);
220
221     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
222     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
223
224     if(hgt < 16)
225     {
226         self.movetype   = MOVETYPE_TOSS;
227         self.think      = raptor_think;
228     }
229
230     self.nextthink  = time;
231 }
232
233 void raptor_exit(float eject)
234 {
235
236     if(self.deadflag == DEAD_NO)
237     {
238         self.think      = raptor_land;
239         self.nextthink  = time;
240     }
241
242     if not (self.owner)
243         return;
244
245         makevectors(self.angles);
246         if(eject)
247         {
248             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
249             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
250         }
251         else
252         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
253
254     self.owner = world;
255 }
256
257 float raptor_takeoff()
258 {
259     entity player, raptor;
260
261     player = self;
262     raptor = self.vehicle;
263     self   = raptor;
264
265     // Takeoff sequense
266     if(raptor.frame < 25)
267     {
268         raptor.frame += 0.25;
269         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
270         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
271         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
272         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
273
274         setorigin(player, raptor.origin + '0 0 32');
275     }
276     else
277         player.PlayerPhysplug = raptor_frame;
278
279     self = player;
280     return 1;
281 }
282
283 float raptor_frame()
284 {
285     entity player, raptor;
286     float ftmp, ftmp2;
287     vector df;
288
289     player = self;
290     raptor = self.vehicle;
291     self   = raptor;
292
293     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
294     {
295         self = raptor;
296         vehicles_exit(VHEF_NORMAL);
297         self = player;
298         return 0;
299     }
300
301     if(raptor.deadflag != DEAD_NO)
302     {
303         self = player;
304         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
305         return 1;
306     }
307
308
309
310     crosshair_trace(player);
311
312 #if VEHICLES_VIEWROTATE_CROSSHAIR
313     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
314     if(df_x > 180)  df_x -= 360;
315     if(df_x < -180) df_x += 360;
316     if(df_y > 180)  df_y -= 360;
317     if(df_y < -180) df_y += 360;
318
319     // Rotate Body
320     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
321     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
322
323     // Turn
324     //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
325     raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
326
327     // Pitch Body
328     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
329     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
330
331     //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
332     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
333 #else
334     vector vang;
335     vang = raptor.angles;
336     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
337     vang_x *= -1;
338     df_x *= -1;
339     if(df_x > 180)  df_x -= 360;
340     if(df_x < -180) df_x += 360;
341     if(df_y > 180)  df_y -= 360;
342     if(df_y < -180) df_y += 360;
343
344     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
345     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
346     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
347
348     // Pitch
349     ftmp = 0;
350     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
351     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
352
353     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
354     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
355     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
356
357     raptor.angles_x = anglemods(raptor.angles_x);
358     raptor.angles_y = anglemods(raptor.angles_y);
359     raptor.angles_z = anglemods(raptor.angles_z);
360
361 #endif
362
363     if(autocvar_g_vehicle_raptor_movestyle == 1)
364         makevectors('0 1 0' * raptor.angles_y);
365     else
366         makevectors(player.v_angle);
367
368 #ifdef RAPTOR_RETARDCAMERA
369     float spd, back, up;
370     spd = vlen(self.velocity) + 0.01;
371     back = spd / autocvar_g_vehicle_raptor_speed_forward;
372     up = 1 - back;
373     back = back;
374     back = back * 1250;
375     back += 150;
376     up = up * 200;
377     up = up + 100;
378
379     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
380 #endif
381
382     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
383
384     if(player.movement_x != 0)
385     {
386         if(player.movement_x > 0)
387             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
388         else if(player.movement_x < 0)
389             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
390     }
391
392     if(player.movement_y != 0)
393     {
394         if(player.movement_y < 0)
395             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
396         else if(player.movement_y > 0)
397             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
398
399         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
400     }
401     else
402     {
403         raptor.angles_z *= 0.95;
404         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
405             raptor.angles_z = 0;
406     }
407
408     if(player.BUTTON_CROUCH)
409         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
410     else if (player.BUTTON_JUMP)
411         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
412
413     raptor.velocity  += df * frametime;
414     player.velocity = player.movement  = raptor.velocity;
415     setorigin(player,raptor.origin + '0 0 32');
416
417     vector vf, ad;
418     // Target lock & predict
419     if(autocvar_g_vehicle_raptor_cannon_locktarget)
420     {
421
422         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
423                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
424                              autocvar_g_vehicle_raptor_cannon_locked_time);
425
426         if(self.lock_target != world)
427         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
428         if(self.lock_strength == 1)
429         {
430             float i, distance, impact_time;
431
432             vf = real_origin(raptor.lock_target);
433             ad = vf;
434             for(i = 0; i < 4; ++i)
435             {
436                 distance = vlen(ad - raptor.origin);
437                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
438                 ad = vf + raptor.lock_target.velocity * impact_time;
439             }
440             trace_endpos = ad;
441             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
442         }
443
444         if(self.lock_target)
445         {
446             if(raptor.lock_strength == 1)
447                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
448             else if(self.lock_strength > 0.5)
449                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
450             else if(self.lock_strength < 0.5)
451                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
452         }
453     }
454
455     // Aim the gunz
456     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
457     ftmp = -ftmp2;
458
459     // Gun1
460     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
461     //ad = df;
462     //vf = v_forward;
463     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
464     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
465     // Bind to aimspeed
466     df_x = bound(ftmp, df_x, ftmp2);
467     df_y = bound(ftmp, df_y, ftmp2);
468     // Bind to limts
469     raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
470     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
471
472     //df = vectoangles(normalize(trace_endpos - df));
473
474     //Gun 2
475     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
476     //ad += df;
477     //vf += v_forward;
478     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
479     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
480     // Bind to aimspeed
481     df_x = bound(ftmp, df_x, ftmp2);
482     df_y = bound(ftmp, df_y, ftmp2);
483     // Bind to limts
484     raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
485     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
486
487     /*
488     ad = ad * 0.5;
489     v_forward = vf * 0.5;
490     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
491     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
492     */
493
494     if(player.BUTTON_ATCK)
495     if(raptor.attack_finished_single <= time)
496     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
497     {
498         raptor.misc_bulletcounter += 1;
499         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
500         if(raptor.misc_bulletcounter <= 2)
501             raptor_fire_cannon(self.gun1, "fire1");
502         else if(raptor.misc_bulletcounter == 3)
503             raptor_fire_cannon(self.gun2, "fire1");
504         else
505         {
506             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
507             raptor_fire_cannon(self.gun2, "fire1");
508             raptor.misc_bulletcounter = 0;
509         }
510         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
511         self.cnt = time;
512     }
513
514     if(self.vehicle_flags  & VHF_SHIELDREGEN)
515         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
516
517     if(self.vehicle_flags  & VHF_HEALTHREGEN)
518         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
519
520     if(self.vehicle_flags  & VHF_ENERGYREGEN)
521         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
522
523
524     if(time > raptor.delay)
525     if(player.BUTTON_ATCK2)
526     {
527         raptor_bombdrop();
528         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
529         raptor.lip   = time;
530     }
531
532     player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
533     raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
534
535     VEHICLE_UPDATE_PLAYER(health, raptor);
536     VEHICLE_UPDATE_PLAYER(energy, raptor);
537     if(self.vehicle_flags & VHF_HASSHIELD)
538         VEHICLE_UPDATE_PLAYER(shield, raptor);
539
540
541
542     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
543     return 1;
544 }
545
546 void raptor_blowup()
547 {
548     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
549     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
550
551     self.deadflag    = DEAD_DEAD;
552     self.vehicle_exit(VHEF_NORMAL);
553     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
554
555     self.alpha          = -1;
556     self.movetype       = MOVETYPE_NONE;
557     self.effects        = EF_NODRAW;
558     self.colormod       = '0 0 0';
559     self.avelocity      = '0 0 0';
560     self.velocity       = '0 0 0';
561
562     setorigin(self, self.pos1);
563     self.touch = SUB_Null;
564 }
565
566 void raptor_die()
567 {
568     self.health       = 0;
569     self.event_damage = SUB_Null;
570     self.iscreature   = FALSE;
571     self.solid        = SOLID_CORPSE;
572     self.takedamage   = DAMAGE_NO;
573     self.deadflag     = DEAD_DYING;
574     self.movetype     = MOVETYPE_BOUNCE;
575
576     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
577
578     self.velocity_z += 128;
579
580     if(random() < 0.5)
581         self.avelocity_z  = 45 + random() * 270;
582     else
583         self.avelocity_z  = -45 + random() * -270;
584
585     self.colormod = '-0.5 -0.5 -0.5';
586         self.touch     = raptor_blowup;
587 }
588
589 void raptor_spawn()
590 {
591     self.frame          = 0;
592     self.vehicle_health = autocvar_g_vehicle_raptor_health;
593     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
594     self.movetype       = MOVETYPE_TOSS;
595     self.solid          = SOLID_BBOX;
596     self.vehicle_energy = 1;
597
598     self.bomb1.gun1.avelocity_y = 90;
599     self.bomb1.gun2.avelocity_y = -90;
600
601     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
602     self.delay = time;
603 }
604
605 void raptor_dinit()
606 {
607     entity spinner;
608     vector ofs;
609
610     if not (vehicle_initialize(
611              "Raptor",
612              "models/vehicles/raptor.dpm",
613              "",
614              "models/vehicles/raptor_cockpit.dpm",
615              "", "tag_hud", "tag_camera",
616              HUD_RAPTOR,
617              RAPTOR_MIN, RAPTOR_MAX,
618              FALSE,
619              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
620              raptor_frame,
621              raptor_enter, raptor_exit,
622              raptor_die,   raptor_think))
623     {
624         remove(self);
625         return;
626     }
627     //FIXME: Camera is in a bad place in HUD model.
628     setorigin(self.vehicle_viewport, '25 0 5');
629
630     self.frame = 0;
631
632     self.bomb1 = spawn();
633     self.bomb2 = spawn();
634     self.gun1  = spawn();
635     self.gun2  = spawn();
636
637 #ifdef RAPTOR_RETARDCAMERA
638     setattachment(self.vehicle_viewport, world, "");
639 #endif
640
641     setmodel(self.bomb1,"models/vehicles/clusterbomb.md3");
642     setmodel(self.bomb2,"models/vehicles/clusterbomb.md3");
643     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
644     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
645
646     setattachment(self.bomb1, self,"bombmount_left");
647     setattachment(self.bomb2, self,"bombmount_right");
648
649
650     // FIXME Guns mounts to angled bones
651     self.bomb1.angles = self.angles;
652     self.angles = '0 0 0';
653     // This messes up gun-aim, so work arround it.
654     //setattachment(self.gun1, self, "gunmount_left");
655     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
656     ofs -= self.origin;
657     setattachment(self.gun1, self, "");
658     setorigin(self.gun1, ofs);
659
660     //setattachment(self.gun2, self, "gunmount_right");
661     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
662     ofs -= self.origin;
663     setattachment(self.gun2, self, "");
664     setorigin(self.gun2, ofs);
665
666     self.angles = self.bomb1.angles;
667     self.bomb1.angles = '0 0 0';
668
669
670     spinner = spawn();
671     spinner.owner = self;
672     setmodel(spinner,"models/vehicles/spinner.dpm");
673     setattachment(spinner, self, "engine_left");
674     spinner.movetype = MOVETYPE_NOCLIP;
675     spinner.avelocity = '0 90 0';
676     self.bomb1.gun1 = spinner;
677
678     spinner = spawn();
679     spinner.owner = self;
680     setmodel(spinner,"models/vehicles/spinner.dpm");
681     setattachment(spinner, self, "engine_right");
682     spinner.movetype = MOVETYPE_NOCLIP;
683     spinner.avelocity = '0 -90 0';
684     self.bomb1.gun2 = spinner;
685
686     self.mass               = 1 ;
687 }
688
689 void spawnfunc_vehicle_raptor()
690 {
691     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
692
693     if(autocvar_g_vehicle_raptor_shield)
694         self.vehicle_flags |= VHF_HASSHIELD;
695
696     if(autocvar_g_vehicle_raptor_shield_regen)
697         self.vehicle_flags |= VHF_SHIELDREGEN;
698
699     if(autocvar_g_vehicle_raptor_health_regen)
700         self.vehicle_flags |= VHF_HEALTHREGEN;
701
702     if(autocvar_g_vehicle_raptor_energy_regen)
703         self.vehicle_flags |= VHF_ENERGYREGEN;
704
705     precache_model ("models/vehicles/raptor.dpm");
706     precache_model ("models/vehicles/raptor_gun.dpm");
707     precache_model ("models/vehicles/spinner.dpm");
708     precache_model ("models/vehicles/raptor_cockpit.dpm");
709     precache_model ("models/vehicles/clusterbomb.md3");
710
711     self.think = raptor_dinit;
712     self.nextthink = time + 1;
713 }