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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #ifdef SVQC
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;
6
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;
11
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;
17
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;
28
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;
33
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;
39
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;
47
48 float autocvar_g_vehicle_raptor_energy;
49 float autocvar_g_vehicle_raptor_energy_regen;
50 float autocvar_g_vehicle_raptor_energy_regen_pause;
51
52 float autocvar_g_vehicle_raptor_health;
53 float autocvar_g_vehicle_raptor_health_regen;
54 float autocvar_g_vehicle_raptor_health_regen_pause;
55
56 float autocvar_g_vehicle_raptor_shield;
57 float autocvar_g_vehicle_raptor_shield_regen;
58 float autocvar_g_vehicle_raptor_shield_regen_pause;
59
60 void raptor_spawn();
61 float raptor_frame();
62 float raptor_takeoff();
63
64 .entity bomb1;
65 .entity bomb2;
66
67 float raptor_altitude(float amax)
68 {
69         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70     return vlen(self.origin - trace_endpos);
71 }
72
73
74 void raptor_bomblet_boom()
75 {
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);
80     remove(self);
81 }
82
83 void raptor_bomblet_touch()
84 {
85     if(other == self.owner)
86         return;
87
88     PROJECTILE_TOUCH;
89     self.think = raptor_bomblet_boom;
90     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
91 }
92
93 void raptor_bomb_burst()
94 {
95     if(self.cnt > time)
96     if(autocvar_g_vehicle_raptor_bomblet_alt)
97     {
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))
101         {
102             UpdateCSQCProjectile(self);
103             return;
104         }
105     }
106
107     entity bomblet;
108     float i;
109
110     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
111
112     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
113     {
114         bomblet = spawn();
115         setorigin(bomblet, self.origin);
116
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);
124
125         PROJECTILE_MAKETRIGGER(bomblet);
126         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
127     }
128
129     remove(self);
130 }
131
132 void raptor_bomb_touch()
133 {
134     raptor_bomb_burst();
135 }
136
137 void raptor_bombdrop()
138 {
139     entity bomb_1, bomb_2;
140
141     bomb_1 = spawn();
142     bomb_2 = spawn();
143
144     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
146
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;
152
153     if(autocvar_g_vehicle_raptor_bomblet_alt)
154         bomb_1.nextthink = bomb_2.nextthink  = time;
155     else
156         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
157
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;
162
163     PROJECTILE_MAKETRIGGER(bomb_1);
164     PROJECTILE_MAKETRIGGER(bomb_2);
165
166     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
168
169 }
170
171
172 void raptor_fire_cannon(entity gun, string tagname)
173 {
174     entity bolt;
175     vector b_org;
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);
181 }
182
183 void raptor_think()
184 {
185 }
186
187 void raptor_enter()
188 {
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;
196
197     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
198     self.lip   = time;
199
200     if(self.owner.flagcarried)
201        setorigin(self.owner.flagcarried, '-20 0 96');
202
203 }
204
205 void raptor_land()
206 {
207
208     float hgt;
209     
210     hgt = raptor_altitude(512);
211     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
212     self.angles_x *= 0.95;
213     self.angles_z *= 0.95;
214
215     if(hgt < 128)
216         if(self.frame != 0)
217             self.frame = max(self.frame - 0.25, 0);
218
219     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
220     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
221
222     if(hgt < 16)
223     {
224         self.movetype   = MOVETYPE_TOSS;
225         self.think      = raptor_think;
226     }
227
228     self.nextthink  = time;
229 }
230
231 void raptor_exit(float eject)
232 {
233     vector spot;
234     self.tur_head.exteriormodeltoclient = world;
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             spot = self.origin + v_forward * 100 + '0 0 64';
249             spot = vehicles_findgoodexit(spot);
250             setorigin(self.owner , spot);
251             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
252         }
253         else
254         {
255             spot = self.origin - v_forward * 200 + '0 0 64';
256             spot = vehicles_findgoodexit(spot);
257             setorigin(self.owner , spot);
258         }
259         
260     self.owner = world;
261 }
262
263 float raptor_takeoff()
264 {
265     entity player, raptor;
266     
267     player = self;
268     raptor = self.vehicle;
269     self   = raptor;
270     
271     if(self.sound_nexttime < time)
272     {        
273         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
274         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
275     }   
276
277     // Takeoff sequense
278     if(raptor.frame < 25)
279     {
280         raptor.frame += 0.25;
281         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
282         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
283         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
284         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
285
286         setorigin(player, raptor.origin + '0 0 32');
287     }
288     else
289         player.PlayerPhysplug = raptor_frame;
290
291     if(self.vehicle_flags  & VHF_SHIELDREGEN)
292         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);
293
294     if(self.vehicle_flags  & VHF_HEALTHREGEN)
295         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);
296
297     if(self.vehicle_flags  & VHF_ENERGYREGEN)
298         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
299
300
301     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
302     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
303
304     VEHICLE_UPDATE_PLAYER(health, raptor);
305     VEHICLE_UPDATE_PLAYER(energy, raptor);
306     if(self.vehicle_flags & VHF_HASSHIELD)
307         VEHICLE_UPDATE_PLAYER(shield, raptor);
308
309     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
310     self = player;
311     return 1;
312 }
313
314 float raptor_frame()
315 {
316     entity player, raptor;
317     float ftmp, ftmp2;
318     vector df, ra;
319
320     player = self;
321     raptor = self.vehicle;
322     self   = raptor;
323     
324     vehicles_painframe();
325     /*
326     ftmp = vlen(self.velocity);
327     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
328         ftmp = 1;
329     else  
330         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
331     */
332         
333     if(self.sound_nexttime < time)
334     {        
335         self.sound_nexttime = time + 7.955812; 
336         //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
337         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
338         self.wait = ftmp;
339     }        
340     /*
341     else if(fabs(ftmp - self.wait) > 0.2)
342     {
343         sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp,   ATTN_NORM );
344         sound (self, CHAN_TRIGGER, "", ftmp, ATTN_NORM);        
345         self.wait = ftmp;
346     }
347     */
348
349     
350     if(raptor.deadflag != DEAD_NO)
351     {
352         self = player;
353         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
354         return 1;
355     }
356     crosshair_trace(player);
357
358
359     vector vang;
360     vang = raptor.angles;
361     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
362     vang_x *= -1;
363     df_x *= -1;
364     if(df_x > 180)  df_x -= 360;
365     if(df_x < -180) df_x += 360;
366     if(df_y > 180)  df_y -= 360;
367     if(df_y < -180) df_y += 360;
368
369     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
370     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
371     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
372
373     // Pitch
374     ftmp = 0;
375     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
376     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
377
378     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
379     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
380     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
381
382     raptor.angles_x = anglemods(raptor.angles_x);
383     raptor.angles_y = anglemods(raptor.angles_y);
384     raptor.angles_z = anglemods(raptor.angles_z);
385
386
387     if(autocvar_g_vehicle_raptor_movestyle == 1)
388         makevectors('0 1 0' * raptor.angles_y);
389     else
390         makevectors(player.v_angle);
391
392     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
393
394     if(player.movement_x != 0)
395     {
396         if(player.movement_x > 0)
397             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
398         else if(player.movement_x < 0)
399             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
400     }
401
402     if(player.movement_y != 0)
403     {
404         if(player.movement_y < 0)
405             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
406         else if(player.movement_y > 0)
407             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
408
409         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
410     }
411     else
412     {
413         raptor.angles_z *= 0.95;
414         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
415             raptor.angles_z = 0;
416     }
417
418     if(player.BUTTON_CROUCH)
419         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
420     else if (player.BUTTON_JUMP)
421         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
422
423     raptor.velocity  += df * frametime;
424     //player.velocity = raptor.velocity;
425     player.velocity = player.movement  = raptor.velocity;
426     setorigin(player, raptor.origin + '0 0 32');
427
428     vector vf, ad;
429     // Target lock & predict
430     if(autocvar_g_vehicle_raptor_cannon_locktarget)
431     {
432
433         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
434                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
435                              autocvar_g_vehicle_raptor_cannon_locked_time);
436
437         if(self.lock_target != world)
438         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
439         if(self.lock_strength == 1)
440         {
441             float i, distance, impact_time;
442
443             vf = real_origin(raptor.lock_target);
444             ad = vf;
445             for(i = 0; i < 4; ++i)
446             {
447                 distance = vlen(ad - raptor.origin);
448                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
449                 ad = vf + raptor.lock_target.velocity * impact_time;
450             }
451             trace_endpos = ad;
452             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
453         }
454
455         if(self.lock_target)
456         {
457             if(raptor.lock_strength == 1)
458                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
459             else if(self.lock_strength > 0.5)
460                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
461             else if(self.lock_strength < 0.5)
462                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
463         }
464     }
465
466     ra = raptor.angles;
467     ra_z = 0;
468     // Aim the gunz
469     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
470     ftmp = -ftmp2;
471
472     // Gun1
473     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
474     ad = df;
475     vf = v_forward;
476     //if(self.lock_strength == 1)
477     //{
478         df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
479         df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset        
480     //}
481     //else    
482     //    df = '0 0 0';
483         
484     // Bind to aimspeed
485     df_x = bound(ftmp, df_x, ftmp2);
486     df_y = bound(ftmp, df_y, ftmp2);
487     // Bind to limts
488     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);
489     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
490
491     // Gun2
492     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
493     ad += df;
494     vf += v_forward;
495     //if(self.lock_strength == 1)
496     //{
497         df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
498         df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset        
499     //}
500     //else    
501     //    df = '0 0 0';
502         
503     // Bind to aimspeed
504     df_x = bound(ftmp, df_x, ftmp2);
505     df_y = bound(ftmp, df_y, ftmp2);
506     // Bind to limts
507     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);
508     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
509
510     /*
511     ad = ad * 0.5;
512     v_forward = vf * 0.5;
513     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
514     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
515     */
516     
517     if(player.BUTTON_ATCK)
518     if(raptor.attack_finished_single <= time)
519     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
520     {
521         raptor.misc_bulletcounter += 1;
522         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
523         if(raptor.misc_bulletcounter <= 2)
524             raptor_fire_cannon(self.gun1, "fire1");
525         else if(raptor.misc_bulletcounter == 3)
526             raptor_fire_cannon(self.gun2, "fire1");
527         else
528         {
529             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
530             raptor_fire_cannon(self.gun2, "fire1");
531             raptor.misc_bulletcounter = 0;
532         }
533         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
534         self.cnt = time;
535     }
536
537     if(self.vehicle_flags  & VHF_SHIELDREGEN)
538         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);
539
540     if(self.vehicle_flags  & VHF_HEALTHREGEN)
541         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);
542
543     if(self.vehicle_flags  & VHF_ENERGYREGEN)
544         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
545
546
547     if(time > raptor.delay)
548     if(player.BUTTON_ATCK2)
549     {
550         raptor_bombdrop();
551         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
552         raptor.lip   = time;
553     }
554
555     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
556     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
557
558     VEHICLE_UPDATE_PLAYER(health, raptor);
559     VEHICLE_UPDATE_PLAYER(energy, raptor);
560     if(self.vehicle_flags & VHF_HASSHIELD)
561         VEHICLE_UPDATE_PLAYER(shield, raptor);
562
563     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
564     return 1;
565 }
566
567 void raptor_blowup()
568 {
569     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
570     pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
571
572     self.deadflag    = DEAD_DEAD;
573     self.vehicle_exit(VHEF_NORMAL);
574     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
575
576     self.alpha          = -1;
577     self.movetype       = MOVETYPE_NONE;
578     self.effects        = EF_NODRAW;
579     self.colormod       = '0 0 0';
580     self.avelocity      = '0 0 0';
581     self.velocity       = '0 0 0';
582
583     setorigin(self, self.pos1);
584     self.touch = SUB_Null;
585     self.nextthink = 0;
586 }
587
588 void raptor_diethink()
589 {
590     //self.avelocity += '0 0.5 1' * (random() * 5);
591     //self.avelocity -= '0 0.5 1' * (random() * 5);
592
593     if(random() < 0.1)
594     {
595         sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
596         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
597     }
598     self.nextthink = time + 0.1;
599 }
600
601 void raptor_die()
602 {
603     self.health       = 0;
604     self.event_damage = SUB_Null;
605     self.iscreature   = FALSE;
606     self.solid        = SOLID_CORPSE;
607     self.takedamage   = DAMAGE_NO;
608     self.deadflag     = DEAD_DYING;
609     self.movetype     = MOVETYPE_BOUNCE;
610     self.think        = raptor_diethink;
611     self.nextthink    = time;
612     
613     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
614
615     self.velocity_z += 600;
616
617     self.avelocity = '0 0.5 1' * (random() * 400);
618     self.avelocity -= '0 0.5 1' * (random() * 400);
619
620     self.colormod = '-0.5 -0.5 -0.5';
621         self.touch     = raptor_blowup;
622 }
623
624 void raptor_spawn()
625 {
626     self.frame          = 0;
627     self.vehicle_health = autocvar_g_vehicle_raptor_health;
628     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
629     self.movetype       = MOVETYPE_TOSS;
630     self.solid          = SOLID_SLIDEBOX;
631     self.vehicle_energy = 1;
632
633     self.bomb1.gun1.avelocity_y = 90;
634     self.bomb1.gun2.avelocity_y = -90;
635
636     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
637     self.delay = time;
638 }
639
640 // If we dont do this ever now and then, the raptors rotors
641 // stop working, presumably due to angle overflow. cute.
642 void raptor_rotor_anglefix()
643 {
644     self.gun1.angles_y = anglemods(self.gun1.angles_y);
645     self.gun2.angles_y = anglemods(self.gun2.angles_y);
646     self.nextthink = time + 15;
647 }
648
649 void raptor_dinit()
650 {
651     entity spinner;
652     vector ofs;
653
654     if not (vehicle_initialize(
655              "Raptor",
656              "models/vehicles/raptor.dpm",
657              "",
658              "models/vehicles/raptor_cockpit.dpm",
659              "", "tag_hud", "tag_camera",
660              HUD_RAPTOR,
661              RAPTOR_MIN, RAPTOR_MAX,
662              FALSE,
663              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
664              raptor_frame,
665              raptor_enter, raptor_exit,
666              raptor_die,   raptor_think,
667              FALSE))
668     {
669         remove(self);
670         return;
671     }
672
673     //FIXME: Camera is in a bad place in HUD model.
674     //setorigin(self.vehicle_viewport, '25 0 5');
675
676     self.frame = 0;
677
678     self.bomb1 = spawn();
679     self.bomb2 = spawn();
680     self.gun1  = spawn();
681     self.gun2  = spawn();
682
683     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
684     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
685     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
686     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
687     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
688
689     setattachment(self.bomb1, self,"bombmount_left");
690     setattachment(self.bomb2, self,"bombmount_right");
691     setattachment(self.tur_head, self,"root");
692
693
694     // FIXME Guns mounts to angled bones
695     self.bomb1.angles = self.angles;
696     self.angles = '0 0 0';
697     // This messes up gun-aim, so work arround it.
698     //setattachment(self.gun1, self, "gunmount_left");
699     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
700     ofs -= self.origin;
701     setattachment(self.gun1, self, "");
702     setorigin(self.gun1, ofs);
703
704     //setattachment(self.gun2, self, "gunmount_right");
705     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
706     ofs -= self.origin;
707     setattachment(self.gun2, self, "");
708     setorigin(self.gun2, ofs);
709
710     self.angles = self.bomb1.angles;
711     self.bomb1.angles = '0 0 0';
712
713     spinner = spawn();
714     spinner.owner = self;
715     setmodel(spinner,"models/vehicles/spinner.dpm");
716     setattachment(spinner, self, "engine_left");
717     spinner.movetype = MOVETYPE_NOCLIP;
718     spinner.avelocity = '0 90 0';
719     self.bomb1.gun1 = spinner;
720
721     spinner = spawn();
722     spinner.owner = self;
723     setmodel(spinner,"models/vehicles/spinner.dpm");
724     setattachment(spinner, self, "engine_right");
725     spinner.movetype = MOVETYPE_NOCLIP;
726     spinner.avelocity = '0 -90 0';
727     self.bomb1.gun2 = spinner;
728
729     // Sigh.
730     self.bomb1.think = raptor_rotor_anglefix;
731     self.bomb1.nextthink = time;
732
733     self.mass               = 1 ;
734 }
735
736 void spawnfunc_vehicle_raptor()
737 {
738     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
739
740     self.vehicle_flags |= VHF_DMGSHAKE;
741     self.vehicle_flags |= VHF_DMGROLL;
742    
743     if(autocvar_g_vehicle_raptor_shield)
744         self.vehicle_flags |= VHF_HASSHIELD;
745
746     if(autocvar_g_vehicle_raptor_shield_regen)
747         self.vehicle_flags |= VHF_SHIELDREGEN;
748
749     if(autocvar_g_vehicle_raptor_health_regen)
750         self.vehicle_flags |= VHF_HEALTHREGEN;
751
752     if(autocvar_g_vehicle_raptor_energy_regen)
753         self.vehicle_flags |= VHF_ENERGYREGEN;
754
755     precache_model ("models/vehicles/raptor.dpm");
756     precache_model ("models/vehicles/raptor_gun.dpm");
757     precache_model ("models/vehicles/spinner.dpm");
758     precache_model ("models/vehicles/raptor_cockpit.dpm");
759     precache_model ("models/vehicles/clusterbomb.md3");
760     precache_model ("models/vehicles/clusterbomb_folded.md3");
761     precache_model ("models/vehicles/raptor_body.dpm");
762     
763     precache_sound ("vehicles/raptor_fly.wav");
764     precache_sound ("vehicles/raptor_speed.wav");
765     precache_sound ("");
766     
767     self.think = raptor_dinit;
768     self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
769 }
770 #endif // SVQC