2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
4 //#define RAPTOR_ENGINE "sound/vehicles/raptor.wav"
5 float autocvar_g_vehicle_raptor_respawntime;
7 float autocvar_g_vehicle_raptor_movestyle;
8 float autocvar_g_vehicle_raptor_turnspeed;
9 float autocvar_g_vehicle_raptor_pitchspeed;
10 float autocvar_g_vehicle_raptor_pitchlimit;
12 float autocvar_g_vehicle_raptor_speed_forward;
13 float autocvar_g_vehicle_raptor_speed_strafe;
14 float autocvar_g_vehicle_raptor_speed_up;
15 float autocvar_g_vehicle_raptor_speed_down;
16 float autocvar_g_vehicle_raptor_friction;
18 float autocvar_g_vehicle_raptor_bomblets;
19 float autocvar_g_vehicle_raptor_bomblet_alt;
20 float autocvar_g_vehicle_raptor_bomblet_time;
21 float autocvar_g_vehicle_raptor_bomblet_damage;
22 float autocvar_g_vehicle_raptor_bomblet_spread;
23 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
24 float autocvar_g_vehicle_raptor_bomblet_radius;
25 float autocvar_g_vehicle_raptor_bomblet_force;
26 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
27 float autocvar_g_vehicle_raptor_bombs_refire;
29 float autocvar_g_vehicle_raptor_cannon_turnspeed;
30 float autocvar_g_vehicle_raptor_cannon_turnlimit;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
32 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
34 float autocvar_g_vehicle_raptor_cannon_locktarget;
35 float autocvar_g_vehicle_raptor_cannon_locking_time;
36 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
37 float autocvar_g_vehicle_raptor_cannon_locked_time;
38 float autocvar_g_vehicle_raptor_cannon_predicttarget;
40 float autocvar_g_vehicle_raptor_cannon_cost;
41 float autocvar_g_vehicle_raptor_cannon_damage;
42 float autocvar_g_vehicle_raptor_cannon_radius;
43 float autocvar_g_vehicle_raptor_cannon_refire;
44 float autocvar_g_vehicle_raptor_cannon_speed;
45 float autocvar_g_vehicle_raptor_cannon_spread;
46 float autocvar_g_vehicle_raptor_cannon_force;
48 float autocvar_g_vehicle_raptor_energy;
49 float autocvar_g_vehicle_raptor_energy_regen;
50 float autocvar_g_vehicle_raptor_energy_regen_pause;
52 float autocvar_g_vehicle_raptor_health;
53 float autocvar_g_vehicle_raptor_health_regen;
54 float autocvar_g_vehicle_raptor_health_regen_pause;
56 float autocvar_g_vehicle_raptor_shield;
57 float autocvar_g_vehicle_raptor_shield_regen;
58 float autocvar_g_vehicle_raptor_shield_regen_pause;
62 float raptor_takeoff();
67 float raptor_altitude(float amax)
69 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70 return vlen(self.origin - trace_endpos);
74 void raptor_bomblet_boom()
76 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
77 autocvar_g_vehicle_raptor_bomblet_edgedamage,
78 autocvar_g_vehicle_raptor_bomblet_radius, world,
79 autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
83 void raptor_bomblet_touch()
85 if(other == self.owner)
89 self.think = raptor_bomblet_boom;
90 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
93 void raptor_bomb_burst()
96 if(autocvar_g_vehicle_raptor_bomblet_alt)
98 self.nextthink = time;
99 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
100 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
102 UpdateCSQCProjectile(self);
110 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
112 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
115 setorigin(bomblet, self.origin);
117 bomblet.movetype = MOVETYPE_TOSS;
118 bomblet.touch = raptor_bomblet_touch;
119 bomblet.think = raptor_bomblet_boom;
120 bomblet.nextthink = time + 5;
121 bomblet.owner = self.owner;
122 bomblet.realowner = self.realowner;
123 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
125 PROJECTILE_MAKETRIGGER(bomblet);
126 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
132 void raptor_bomb_touch()
137 void raptor_bombdrop()
139 entity bomb_1, bomb_2;
144 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
147 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
148 bomb_1.velocity = bomb_2.velocity = self.velocity;
149 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
150 bomb_1.think = bomb_2.think = raptor_bomb_burst;
151 bomb_1.cnt = bomb_2.cnt = time + 10;
153 if(autocvar_g_vehicle_raptor_bomblet_alt)
154 bomb_1.nextthink = bomb_2.nextthink = time;
156 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
158 bomb_1.owner = bomb_2.owner = self;
159 bomb_1.realowner = bomb_2.realowner = self.owner;
160 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
161 bomb_1.gravity = bomb_2.gravity = 1;
163 PROJECTILE_MAKETRIGGER(bomb_1);
164 PROJECTILE_MAKETRIGGER(bomb_2);
166 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
172 void raptor_fire_cannon(entity gun, string tagname)
176 b_org = gettaginfo(gun, gettagindex(gun, tagname));
177 bolt = vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
178 b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
179 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
180 DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
189 self.owner.PlayerPhysplug = raptor_takeoff;
190 self.movetype = MOVETYPE_BOUNCEMISSILE;
191 self.solid = SOLID_SLIDEBOX;
192 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
193 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
194 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
195 self.tur_head.exteriormodeltoclient = self.owner;
197 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
206 hgt = raptor_altitude(512);
207 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
208 self.angles_x *= 0.95;
209 self.angles_z *= 0.95;
213 self.frame = max(self.frame - 0.25, 0);
215 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
216 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
220 self.movetype = MOVETYPE_TOSS;
221 self.think = raptor_think;
224 self.nextthink = time;
227 void raptor_exit(float eject)
230 self.tur_head.exteriormodeltoclient = world;
232 if(self.deadflag == DEAD_NO)
234 self.think = raptor_land;
235 self.nextthink = time;
241 makevectors(self.angles);
244 spot = self.origin + v_forward * 100 + '0 0 64';
245 spot = vehicles_findgoodexit(spot);
246 setorigin(self.owner , spot);
247 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
251 spot = self.origin - v_forward * 200 + '0 0 64';
252 spot = vehicles_findgoodexit(spot);
253 setorigin(self.owner , spot);
259 float raptor_takeoff()
261 entity player, raptor;
264 raptor = self.vehicle;
267 if(self.sound_nexttime < time)
269 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
270 sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
274 if(raptor.frame < 25)
276 raptor.frame += 0.25;
277 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
278 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
279 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
280 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
282 setorigin(player, raptor.origin + '0 0 32');
285 player.PlayerPhysplug = raptor_frame;
287 if(self.vehicle_flags & VHF_SHIELDREGEN)
288 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);
290 if(self.vehicle_flags & VHF_HEALTHREGEN)
291 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);
293 if(self.vehicle_flags & VHF_ENERGYREGEN)
294 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
297 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
298 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
300 VEHICLE_UPDATE_PLAYER(health, raptor);
301 VEHICLE_UPDATE_PLAYER(energy, raptor);
302 if(self.vehicle_flags & VHF_HASSHIELD)
303 VEHICLE_UPDATE_PLAYER(shield, raptor);
305 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
312 entity player, raptor;
317 raptor = self.vehicle;
321 ftmp = vlen(self.velocity);
322 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
325 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
327 if(self.sound_nexttime < time)
329 self.sound_nexttime = time + 7.955812;
330 //dprint("LEN:", ftos(soundlength("vehicles/raptor_fly.wav")), "\n");
331 //sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
332 sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
336 else if(fabs(ftmp - self.wait) > 0.2)
338 sound (self, CHAN_VOICE, "", 1 - ftmp, ATTN_NORM );
339 sound (self, CHAN_PLAYER, "", ftmp, ATTN_NORM);
343 if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
346 vehicles_exit(VHEF_NORMAL);
351 if(raptor.deadflag != DEAD_NO)
354 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
357 crosshair_trace(player);
361 vang = raptor.angles;
362 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
365 if(df_x > 180) df_x -= 360;
366 if(df_x < -180) df_x += 360;
367 if(df_y > 180) df_y -= 360;
368 if(df_y < -180) df_y += 360;
370 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
371 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
372 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
376 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
377 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
379 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
380 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
381 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
383 raptor.angles_x = anglemods(raptor.angles_x);
384 raptor.angles_y = anglemods(raptor.angles_y);
385 raptor.angles_z = anglemods(raptor.angles_z);
388 if(autocvar_g_vehicle_raptor_movestyle == 1)
389 makevectors('0 1 0' * raptor.angles_y);
391 makevectors(player.v_angle);
393 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
395 if(player.movement_x != 0)
397 if(player.movement_x > 0)
398 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
399 else if(player.movement_x < 0)
400 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
403 if(player.movement_y != 0)
405 if(player.movement_y < 0)
406 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
407 else if(player.movement_y > 0)
408 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
410 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
414 raptor.angles_z *= 0.95;
415 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
419 if(player.BUTTON_CROUCH)
420 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
421 else if (player.BUTTON_JUMP)
422 df += v_up * autocvar_g_vehicle_raptor_speed_up;
424 raptor.velocity += df * frametime;
425 //player.velocity = player.movement = raptor.velocity;
426 player.velocity = raptor.velocity;
427 //setorigin(player,raptor.origin + '0 0 32');
430 // Target lock & predict
431 if(autocvar_g_vehicle_raptor_cannon_locktarget)
434 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
435 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
436 autocvar_g_vehicle_raptor_cannon_locked_time);
438 if(self.lock_target != world)
439 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
440 if(self.lock_strength == 1)
442 float i, distance, impact_time;
444 vf = real_origin(raptor.lock_target);
446 for(i = 0; i < 4; ++i)
448 distance = vlen(ad - raptor.origin);
449 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
450 ad = vf + raptor.lock_target.velocity * impact_time;
453 //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
458 if(raptor.lock_strength == 1)
459 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
460 else if(self.lock_strength > 0.5)
461 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
462 else if(self.lock_strength < 0.5)
463 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
470 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
474 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
477 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
478 df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles); // Find aim offset
480 df_x = bound(ftmp, df_x, ftmp2);
481 df_y = bound(ftmp, df_y, ftmp2);
483 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);
484 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
486 //df = vectoangles(normalize(trace_endpos - df));
489 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
492 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
493 df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles); // Find aim offset
495 df_x = bound(ftmp, df_x, ftmp2);
496 df_y = bound(ftmp, df_y, ftmp2);
498 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);
499 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
503 v_forward = vf * 0.5;
504 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
505 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
508 if(player.BUTTON_ATCK)
509 if(raptor.attack_finished_single <= time)
510 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
512 raptor.misc_bulletcounter += 1;
513 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
514 if(raptor.misc_bulletcounter <= 2)
515 raptor_fire_cannon(self.gun1, "fire1");
516 else if(raptor.misc_bulletcounter == 3)
517 raptor_fire_cannon(self.gun2, "fire1");
520 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
521 raptor_fire_cannon(self.gun2, "fire1");
522 raptor.misc_bulletcounter = 0;
524 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
528 if(self.vehicle_flags & VHF_SHIELDREGEN)
529 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);
531 if(self.vehicle_flags & VHF_HEALTHREGEN)
532 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);
534 if(self.vehicle_flags & VHF_ENERGYREGEN)
535 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
538 if(time > raptor.delay)
539 if(player.BUTTON_ATCK2)
542 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
546 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
547 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
549 VEHICLE_UPDATE_PLAYER(health, raptor);
550 VEHICLE_UPDATE_PLAYER(energy, raptor);
551 if(self.vehicle_flags & VHF_HASSHIELD)
552 VEHICLE_UPDATE_PLAYER(shield, raptor);
554 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
560 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
561 pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
563 self.deadflag = DEAD_DEAD;
564 self.vehicle_exit(VHEF_NORMAL);
565 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
568 self.movetype = MOVETYPE_NONE;
569 self.effects = EF_NODRAW;
570 self.colormod = '0 0 0';
571 self.avelocity = '0 0 0';
572 self.velocity = '0 0 0';
574 setorigin(self, self.pos1);
575 self.touch = SUB_Null;
579 void raptor_diethink()
581 //self.avelocity += '0 0.5 1' * (random() * 5);
582 //self.avelocity -= '0 0.5 1' * (random() * 5);
586 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
587 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
589 self.nextthink = time + 0.1;
595 self.event_damage = SUB_Null;
596 self.iscreature = FALSE;
597 self.solid = SOLID_CORPSE;
598 self.takedamage = DAMAGE_NO;
599 self.deadflag = DEAD_DYING;
600 self.movetype = MOVETYPE_BOUNCE;
601 self.think = raptor_diethink;
602 self.nextthink = time;
604 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
606 self.velocity_z += 600;
608 self.avelocity = '0 0.5 1' * (random() * 400);
609 self.avelocity -= '0 0.5 1' * (random() * 400);
611 self.colormod = '-0.5 -0.5 -0.5';
612 self.touch = raptor_blowup;
618 self.vehicle_health = autocvar_g_vehicle_raptor_health;
619 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
620 self.movetype = MOVETYPE_TOSS;
621 self.solid = SOLID_SLIDEBOX;
622 self.vehicle_energy = 1;
624 self.bomb1.gun1.avelocity_y = 90;
625 self.bomb1.gun2.avelocity_y = -90;
627 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
631 // If we dont do this ever now and then, the raptors rotors
632 // stop working, presumably due to angle overflow. cute.
633 void raptor_rotor_anglefix()
635 self.gun1.angles_y = anglemods(self.gun1.angles_y);
636 self.gun2.angles_y = anglemods(self.gun2.angles_y);
637 self.nextthink = time + 15;
645 if not (vehicle_initialize(
647 "models/vehicles/raptor.dpm",
649 "models/vehicles/raptor_cockpit.dpm",
650 "", "tag_hud", "tag_camera",
652 RAPTOR_MIN, RAPTOR_MAX,
654 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
656 raptor_enter, raptor_exit,
657 raptor_die, raptor_think,
664 //FIXME: Camera is in a bad place in HUD model.
665 //setorigin(self.vehicle_viewport, '25 0 5');
669 self.bomb1 = spawn();
670 self.bomb2 = spawn();
674 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
675 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
676 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
677 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
678 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
680 setattachment(self.bomb1, self,"bombmount_left");
681 setattachment(self.bomb2, self,"bombmount_right");
682 setattachment(self.tur_head, self,"root");
685 // FIXME Guns mounts to angled bones
686 self.bomb1.angles = self.angles;
687 self.angles = '0 0 0';
688 // This messes up gun-aim, so work arround it.
689 //setattachment(self.gun1, self, "gunmount_left");
690 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
692 setattachment(self.gun1, self, "");
693 setorigin(self.gun1, ofs);
695 //setattachment(self.gun2, self, "gunmount_right");
696 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
698 setattachment(self.gun2, self, "");
699 setorigin(self.gun2, ofs);
701 self.angles = self.bomb1.angles;
702 self.bomb1.angles = '0 0 0';
705 spinner.owner = self;
706 setmodel(spinner,"models/vehicles/spinner.dpm");
707 setattachment(spinner, self, "engine_left");
708 spinner.movetype = MOVETYPE_NOCLIP;
709 spinner.avelocity = '0 90 0';
710 self.bomb1.gun1 = spinner;
713 spinner.owner = self;
714 setmodel(spinner,"models/vehicles/spinner.dpm");
715 setattachment(spinner, self, "engine_right");
716 spinner.movetype = MOVETYPE_NOCLIP;
717 spinner.avelocity = '0 -90 0';
718 self.bomb1.gun2 = spinner;
721 self.bomb1.think = raptor_rotor_anglefix;
722 self.bomb1.nextthink = time;
727 void spawnfunc_vehicle_raptor()
729 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
733 if(autocvar_g_vehicle_raptor_shield)
734 self.vehicle_flags |= VHF_HASSHIELD;
736 if(autocvar_g_vehicle_raptor_shield_regen)
737 self.vehicle_flags |= VHF_SHIELDREGEN;
739 if(autocvar_g_vehicle_raptor_health_regen)
740 self.vehicle_flags |= VHF_HEALTHREGEN;
742 if(autocvar_g_vehicle_raptor_energy_regen)
743 self.vehicle_flags |= VHF_ENERGYREGEN;
745 precache_model ("models/vehicles/raptor.dpm");
746 precache_model ("models/vehicles/raptor_gun.dpm");
747 precache_model ("models/vehicles/spinner.dpm");
748 precache_model ("models/vehicles/raptor_cockpit.dpm");
749 precache_model ("models/vehicles/clusterbomb.md3");
750 precache_model ("models/vehicles/clusterbomb_folded.md3");
751 precache_model ("models/vehicles/raptor_body.dpm");
752 precache_sound ("vehicles/raptor_fly.wav");
753 precache_sound ("vehicles/raptor_speed.wav");
755 self.think = raptor_dinit;
756 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);