2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
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;
60 float autocvar_g_vehicle_raptor_bouncefactor;
61 float autocvar_g_vehicle_raptor_bouncestop;
62 vector autocvar_g_vehicle_raptor_bouncepain;
66 float raptor_takeoff();
71 float raptor_altitude(float amax)
73 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
74 return vlen(self.origin - trace_endpos);
78 void raptor_bomblet_boom()
80 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
81 autocvar_g_vehicle_raptor_bomblet_edgedamage,
82 autocvar_g_vehicle_raptor_bomblet_radius, world,
83 autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
87 void raptor_bomblet_touch()
89 if(other == self.owner)
93 self.think = raptor_bomblet_boom;
94 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
97 void raptor_bomb_burst()
100 if(autocvar_g_vehicle_raptor_bomblet_alt)
102 self.nextthink = time;
103 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
104 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
106 UpdateCSQCProjectile(self);
114 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
116 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
119 setorigin(bomblet, self.origin);
121 bomblet.movetype = MOVETYPE_TOSS;
122 bomblet.touch = raptor_bomblet_touch;
123 bomblet.think = raptor_bomblet_boom;
124 bomblet.nextthink = time + 5;
125 bomblet.owner = self.owner;
126 bomblet.realowner = self.realowner;
127 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);
136 void raptor_bombdrop()
138 entity bomb_1, bomb_2;
143 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
144 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
146 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
147 bomb_1.velocity = bomb_2.velocity = self.velocity;
148 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
149 bomb_1.think = bomb_2.think = raptor_bomb_burst;
150 bomb_1.cnt = bomb_2.cnt = time + 10;
152 if(autocvar_g_vehicle_raptor_bomblet_alt)
153 bomb_1.nextthink = bomb_2.nextthink = time;
155 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
157 bomb_1.owner = bomb_2.owner = self;
158 bomb_1.realowner = bomb_2.realowner = self.owner;
159 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
160 bomb_1.gravity = bomb_2.gravity = 1;
162 PROJECTILE_MAKETRIGGER(bomb_1);
163 PROJECTILE_MAKETRIGGER(bomb_2);
165 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
166 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
170 void raptor_fire_cannon(entity gun, string tagname)
172 vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
173 gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
174 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
175 DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
184 self.owner.PlayerPhysplug = raptor_takeoff;
185 self.movetype = MOVETYPE_BOUNCEMISSILE;
186 self.solid = SOLID_SLIDEBOX;
187 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
188 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
189 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
190 self.tur_head.exteriormodeltoclient = self.owner;
192 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
195 if(self.owner.flagcarried)
196 setorigin(self.owner.flagcarried, '-20 0 96');
204 hgt = raptor_altitude(512);
205 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
206 self.angles_x *= 0.95;
207 self.angles_z *= 0.95;
211 self.frame = (hgt / 128) * 25;
213 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
214 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
218 self.movetype = MOVETYPE_TOSS;
219 self.think = raptor_think;
223 self.nextthink = time;
226 void raptor_exit(float eject)
229 self.tur_head.exteriormodeltoclient = world;
231 if(self.deadflag == DEAD_NO)
233 self.think = raptor_land;
234 self.nextthink = time;
240 makevectors(self.angles);
243 spot = self.origin + v_forward * 100 + '0 0 64';
244 spot = vehicles_findgoodexit(spot);
245 setorigin(self.owner , spot);
246 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
250 spot = self.origin - v_forward * 200 + '0 0 64';
251 spot = vehicles_findgoodexit(spot);
252 setorigin(self.owner , spot);
258 float raptor_takeoff()
260 entity player, raptor;
263 raptor = self.vehicle;
265 if(self.sound_nexttime < time)
267 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
268 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
272 if(raptor.frame < 25)
274 raptor.frame += 0.25;
275 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
276 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
277 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
278 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
280 setorigin(player, raptor.origin + '0 0 32');
283 player.PlayerPhysplug = raptor_frame;
285 if(self.vehicle_flags & VHF_SHIELDREGEN)
286 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);
288 if(self.vehicle_flags & VHF_HEALTHREGEN)
289 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);
291 if(self.vehicle_flags & VHF_ENERGYREGEN)
292 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
295 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
296 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
298 VEHICLE_UPDATE_PLAYER(health, raptor);
299 VEHICLE_UPDATE_PLAYER(energy, raptor);
300 if(self.vehicle_flags & VHF_HASSHIELD)
301 VEHICLE_UPDATE_PLAYER(shield, raptor);
303 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
310 entity player, raptor;
314 if(intermission_running)
318 raptor = self.vehicle;
320 vehicles_painframe();
322 ftmp = vlen(self.velocity);
323 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
326 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
329 if(self.sound_nexttime < time)
331 self.sound_nexttime = time + 7.955812;
332 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
333 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
337 else if(fabs(ftmp - self.wait) > 0.2)
339 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
340 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
345 if(raptor.deadflag != DEAD_NO)
348 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
351 crosshair_trace(player);
354 vang = raptor.angles;
355 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
358 if(df_x > 180) df_x -= 360;
359 if(df_x < -180) df_x += 360;
360 if(df_y > 180) df_y -= 360;
361 if(df_y < -180) df_y += 360;
363 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
364 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
365 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
369 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
370 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
372 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
373 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
374 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
376 raptor.angles_x = anglemods(raptor.angles_x);
377 raptor.angles_y = anglemods(raptor.angles_y);
378 raptor.angles_z = anglemods(raptor.angles_z);
380 if(autocvar_g_vehicle_raptor_movestyle == 1)
381 makevectors('0 1 0' * raptor.angles_y);
383 makevectors(player.v_angle);
385 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
387 if(player.movement_x != 0)
389 if(player.movement_x > 0)
390 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
391 else if(player.movement_x < 0)
392 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
395 if(player.movement_y != 0)
397 if(player.movement_y < 0)
398 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
399 else if(player.movement_y > 0)
400 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
402 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
406 raptor.angles_z *= 0.95;
407 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
411 if(player.BUTTON_CROUCH)
412 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
413 else if (player.BUTTON_JUMP)
414 df += v_up * autocvar_g_vehicle_raptor_speed_up;
416 raptor.velocity += df * frametime;
417 player.velocity = player.movement = raptor.velocity;
418 setorigin(player, raptor.origin + '0 0 32');
421 // Target lock & predict
422 if(autocvar_g_vehicle_raptor_cannon_locktarget)
425 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
426 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
427 autocvar_g_vehicle_raptor_cannon_locked_time);
429 if(self.lock_target != world)
430 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
431 if(self.lock_strength == 1)
433 float i, distance, impact_time;
435 vf = real_origin(raptor.lock_target);
437 for(i = 0; i < 4; ++i)
439 distance = vlen(ad - raptor.origin);
440 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
441 ad = vf + raptor.lock_target.velocity * impact_time;
448 if(raptor.lock_strength == 1)
449 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
450 else if(self.lock_strength > 0.5)
451 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
452 else if(self.lock_strength < 0.5)
453 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
458 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
462 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
465 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
466 df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
467 df = shortangle_vxy(df, raptor.gun1.angles);
470 df_x = bound(ftmp, df_x, ftmp2);
471 df_y = bound(ftmp, df_y, ftmp2);
473 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);
474 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
477 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
480 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
481 df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
482 df = shortangle_vxy(df, raptor.gun2.angles);
485 df_x = bound(ftmp, df_x, ftmp2);
486 df_y = bound(ftmp, df_y, ftmp2);
488 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);
489 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
493 v_forward = vf * 0.5;
494 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
495 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
498 if(player.BUTTON_ATCK)
499 if(raptor.attack_finished_single <= time)
500 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
502 raptor.misc_bulletcounter += 1;
503 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
504 if(raptor.misc_bulletcounter <= 2)
505 raptor_fire_cannon(self.gun1, "fire1");
506 else if(raptor.misc_bulletcounter == 3)
507 raptor_fire_cannon(self.gun2, "fire1");
510 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
511 raptor_fire_cannon(self.gun2, "fire1");
512 raptor.misc_bulletcounter = 0;
514 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
518 if(self.vehicle_flags & VHF_SHIELDREGEN)
519 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);
521 if(self.vehicle_flags & VHF_HEALTHREGEN)
522 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);
524 if(self.vehicle_flags & VHF_ENERGYREGEN)
525 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
528 if(time > raptor.delay)
529 if(player.BUTTON_ATCK2)
532 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
536 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
537 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
539 VEHICLE_UPDATE_PLAYER(health, raptor);
540 VEHICLE_UPDATE_PLAYER(energy, raptor);
541 if(self.vehicle_flags & VHF_HASSHIELD)
542 VEHICLE_UPDATE_PLAYER(shield, raptor);
544 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
550 self.deadflag = DEAD_DEAD;
551 self.vehicle_exit(VHEF_NORMAL);
552 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
555 self.movetype = MOVETYPE_NONE;
556 self.effects = EF_NODRAW;
557 self.colormod = '0 0 0';
558 self.avelocity = '0 0 0';
559 self.velocity = '0 0 0';
561 setorigin(self, self.pos1);
562 self.touch = SUB_Null;
566 void raptor_diethink()
570 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
571 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
573 self.nextthink = time + 0.1;
579 self.event_damage = SUB_Null;
580 self.solid = SOLID_CORPSE;
581 self.takedamage = DAMAGE_NO;
582 self.deadflag = DEAD_DYING;
583 self.movetype = MOVETYPE_BOUNCE;
584 self.think = raptor_diethink;
585 self.nextthink = time;
587 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
589 self.velocity_z += 600;
591 self.avelocity = '0 0.5 1' * (random() * 400);
592 self.avelocity -= '0 0.5 1' * (random() * 400);
594 self.colormod = '-0.5 -0.5 -0.5';
595 self.touch = raptor_blowup;
598 void raptor_worldimpact()
600 if(self.play_time < time)
601 if(autocvar_g_vehicle_raptor_bouncepain_x)
602 vehilces_worldimpact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
608 self.vehicle_health = autocvar_g_vehicle_raptor_health;
609 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
610 self.movetype = MOVETYPE_TOSS;
611 self.solid = SOLID_SLIDEBOX;
612 self.vehicle_energy = 1;
614 self.bomb1.gun1.avelocity_y = 90;
615 self.bomb1.gun2.avelocity_y = -90;
617 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
620 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
621 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
622 self.vehicle_worldimpact = raptor_worldimpact;
625 // If we dont do this ever now and then, the raptors rotors
626 // stop working, presumably due to angle overflow. cute.
627 void raptor_rotor_anglefix()
629 self.gun1.angles_y = anglemods(self.gun1.angles_y);
630 self.gun2.angles_y = anglemods(self.gun2.angles_y);
631 self.nextthink = time + 15;
639 if not (vehicle_initialize(
641 "models/vehicles/raptor.dpm",
643 "models/vehicles/raptor_cockpit.dpm",
644 "", "tag_hud", "tag_camera",
646 RAPTOR_MIN, RAPTOR_MAX,
648 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
650 raptor_enter, raptor_exit,
651 raptor_die, raptor_think,
658 //FIXME: Camera is in a bad place in HUD model.
659 //setorigin(self.vehicle_viewport, '25 0 5');
663 self.bomb1 = spawn();
664 self.bomb2 = spawn();
668 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
669 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
670 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
671 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
672 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
674 setattachment(self.bomb1, self,"bombmount_left");
675 setattachment(self.bomb2, self,"bombmount_right");
676 setattachment(self.tur_head, self,"root");
679 // FIXME Guns mounts to angled bones
680 self.bomb1.angles = self.angles;
681 self.angles = '0 0 0';
682 // This messes up gun-aim, so work arround it.
683 //setattachment(self.gun1, self, "gunmount_left");
684 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
686 setattachment(self.gun1, self, "");
687 setorigin(self.gun1, ofs);
689 //setattachment(self.gun2, self, "gunmount_right");
690 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
692 setattachment(self.gun2, self, "");
693 setorigin(self.gun2, ofs);
695 self.angles = self.bomb1.angles;
696 self.bomb1.angles = '0 0 0';
699 spinner.owner = self;
700 setmodel(spinner,"models/vehicles/spinner.dpm");
701 setattachment(spinner, self, "engine_left");
702 spinner.movetype = MOVETYPE_NOCLIP;
703 spinner.avelocity = '0 90 0';
704 self.bomb1.gun1 = spinner;
707 spinner.owner = self;
708 setmodel(spinner,"models/vehicles/spinner.dpm");
709 setattachment(spinner, self, "engine_right");
710 spinner.movetype = MOVETYPE_NOCLIP;
711 spinner.avelocity = '0 -90 0';
712 self.bomb1.gun2 = spinner;
715 self.bomb1.think = raptor_rotor_anglefix;
716 self.bomb1.nextthink = time;
721 void spawnfunc_vehicle_raptor()
723 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
725 self.vehicle_flags |= VHF_DMGSHAKE;
726 self.vehicle_flags |= VHF_DMGROLL;
728 if(autocvar_g_vehicle_raptor_shield)
729 self.vehicle_flags |= VHF_HASSHIELD;
731 if(autocvar_g_vehicle_raptor_shield_regen)
732 self.vehicle_flags |= VHF_SHIELDREGEN;
734 if(autocvar_g_vehicle_raptor_health_regen)
735 self.vehicle_flags |= VHF_HEALTHREGEN;
737 if(autocvar_g_vehicle_raptor_energy_regen)
738 self.vehicle_flags |= VHF_ENERGYREGEN;
740 precache_model ("models/vehicles/raptor.dpm");
741 precache_model ("models/vehicles/raptor_gun.dpm");
742 precache_model ("models/vehicles/spinner.dpm");
743 precache_model ("models/vehicles/raptor_cockpit.dpm");
744 //precache_model ("models/vehicles/clusterbomb.md3");
745 precache_model ("models/vehicles/clusterbomb_folded.md3");
746 precache_model ("models/vehicles/raptor_body.dpm");
748 precache_sound ("vehicles/raptor_fly.wav");
749 precache_sound ("vehicles/raptor_speed.wav");
751 self.think = raptor_dinit;
754 self.nextthink = time + 0.5;
756 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);