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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
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 //void raptor_return();
61 float raptor_frame();
62 //float raptor_takeoff();
63
64 .entity bomb1;
65 .entity bomb2;
66 //.entity camera;
67 //#define RAPTOR_RETARDCAMERA
68
69 float raptor_altitude(float amax)
70 {
71         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
72     return vlen(self.origin - trace_endpos);
73 }
74
75
76 void raptor_bomblet_boom()
77 {
78     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
79     pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
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_SBROCKET, world);
84     remove(self);
85 }
86
87 void raptor_bomblet_touch()
88 {
89     if(other == self.owner)
90         return;
91
92     PROJECTILE_TOUCH;
93     self.think = raptor_bomblet_boom;
94     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
95 }
96
97 void raptor_bomb_burst()
98 {
99     if(self.cnt > time)
100     if(autocvar_g_vehicle_raptor_bomblet_alt)
101     {
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)
105             return;
106
107         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
108             return;
109     }
110
111     entity bomblet;
112     float i;
113
114     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
115     pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
116
117     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118     {
119         bomblet = spawn();
120         setorigin(bomblet, self.origin);
121
122         bomblet.scale       = 0.5;
123         bomblet.solid       = SOLID_TRIGGER;
124         bomblet.movetype    = MOVETYPE_TOSS;
125         bomblet.touch       = raptor_bomblet_touch;
126         bomblet.think       = raptor_bomblet_boom;
127         bomblet.nextthink   = time + 5;
128         bomblet.owner   = self.owner;
129         bomblet.realowner   = self.realowner;
130         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
131         PROJECTILE_MAKETRIGGER(bomblet);
132         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
133     }
134
135     remove(self);
136 }
137
138 void raptor_bomb_touch()
139 {
140     raptor_bomb_burst();
141 }
142
143 void raptor_bombdrop()
144 {
145     entity bomb_1, bomb_2;
146
147     //self.bomb1.alpha = 0;
148     //self.bomb2.alpha = 0;
149
150     bomb_1 = spawn();
151     bomb_2 = spawn();
152
153     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
154     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
155
156     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_TOSS;
157     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
158     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
159     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
160     bomb_1.cnt          = bomb_2.cnt        = time + 10;
161
162     if(autocvar_g_vehicle_raptor_bomblet_alt)
163         bomb_1.nextthink = bomb_2.nextthink  = time;
164     else
165         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
166
167     bomb_1.owner     = bomb_2.owner      = self;
168     bomb_1.realowner = bomb_2.realowner  = self.owner;
169     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
170
171     PROJECTILE_MAKETRIGGER(bomb_1);
172     PROJECTILE_MAKETRIGGER(bomb_2);
173
174     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
176
177 }
178
179 void raptor_bolt_explode()
180 {
181         PROJECTILE_TOUCH;
182     pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
183     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
184     sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
185     remove (self);
186 }
187
188 void raptor_fire_cannon(entity gun, string tagname)
189 {
190     entity bolt;
191
192     bolt = spawn();
193
194     PROJECTILE_MAKETRIGGER(bolt);
195     sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
196     setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
197
198     bolt.movetype        = MOVETYPE_FLYMISSILE;
199     bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
200     bolt.owner           = self;
201     bolt.realowner       = self.owner;
202     bolt.touch           = raptor_bolt_explode;
203     bolt.think           = raptor_bolt_explode;
204     bolt.nextthink       = time + 9;
205     bolt.bot_dodge       = TRUE;
206     bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
207     bolt.velocity        = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
208
209     pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
210     //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
211
212     CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK, TRUE);
213 }
214
215 void raptor_think()
216 {
217 }
218
219 void raptor_enter()
220 {
221     self.movetype   = MOVETYPE_BOUNCEMISSILE;
222     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
223     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
224     self.velocity_z = 1;
225 #ifdef RAPTOR_RETARDCAMERA
226     setorigin(self.vehicle_viewport, self.origin);
227 #endif
228 }
229
230 void raptor_land()
231 {
232     float hgt;
233
234     hgt = raptor_altitude(512);
235     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
236     self.angles_x *= 0.95;
237     self.angles_z *= 0.95;
238
239     if(hgt < 128)
240         if(self.frame != 0)
241             self.frame = max(self.frame - 0.25, 0);
242
243     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
244     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
245
246     if(hgt < 16)
247     {
248         self.movetype   = MOVETYPE_BOUNCE;
249         self.think      = raptor_think;
250     }
251
252     self.nextthink  = time;
253 }
254
255 void raptor_exit(float eject)
256 {
257
258     if(self.deadflag == DEAD_NO)
259     {
260         vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
261         self.think      = raptor_land;
262         self.nextthink  = time;
263     }
264
265     if not (self.owner)
266         return;
267
268         makevectors(self.angles);
269         if(eject)
270         {
271             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
272             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
273         }
274         else
275         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
276
277     self.owner = world;
278 }
279
280 float raptor_frame()
281 {
282     entity player, raptor;
283     float ftmp, ftmp2;
284     vector df;
285
286     player = self;
287     raptor   = self.vehicle;
288     self    = raptor;
289
290     if(player.BUTTON_USE)
291     {
292         self = raptor;
293         vehicles_exit(VHEF_NORMAL);
294         self = player;
295         return 0;
296     }
297
298     if(raptor.deadflag != DEAD_NO)
299     {
300         self = player;
301         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
302         return 1;
303     }
304
305     // Takeoff sequense
306     if(raptor.frame < 25)
307     {
308         raptor.frame += 0.25;
309         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
310         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
311         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
312         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
313         self = player;
314         return 1;
315     }
316
317     //collision_run();
318
319     crosshair_trace(player);
320
321 #if VEHICLES_VIEWROTATE_CROSSHAIR
322     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
323     if(df_x > 180)  df_x -= 360;
324     if(df_x < -180) df_x += 360;
325     if(df_y > 180)  df_y -= 360;
326     if(df_y < -180) df_y += 360;
327
328     // Rotate Body
329     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
330     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
331
332     // Turn
333     raptor.angles_y = anglemods(raptor.angles_y + ftmp);
334
335     // Pitch Body
336     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
337     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
338
339     raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
340 #else
341     raptor.angles_x *= -1;
342     // Rotate Body
343     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
344     ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - raptor.angles_y, raptor.angles_y), ftmp);
345
346     // Turn
347     raptor.angles_y = anglemods(raptor.angles_y + ftmp);
348
349     // Pitch Body
350     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
351     ftmp2 = shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x);
352
353     if(player.movement_x > 0)
354         ftmp2 += 20 * ftmp;
355     else if(player.movement_x < 0)
356         ftmp2 -= 45 * ftmp;
357
358     ftmp = bound(-ftmp, ftmp2, ftmp);
359     raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
360     raptor.angles_x *= -1;
361 #endif
362
363     if(autocvar_g_vehicle_raptor_movestyle == 1)
364         fixedmakevectors('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_locktarget2((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(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
427         {
428             if(self.lock_target != world)
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
445         if(self.lock_target)
446         {
447             if(raptor.lock_strength == 1)
448                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
449             else if(self.lock_strength > 0.5)
450                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
451             else if(self.lock_strength < 0.5)
452                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
453         }
454
455         /*
456         if(self.lock_target != world)
457         if(self.lock_strength == 1)
458             UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
459         else
460             UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
461         */
462     }
463
464     // Aim the gunz
465     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
466     ftmp = -ftmp2;
467
468     // Gun1
469     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
470     ad = df;
471     vf = v_forward;
472     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
473     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
474     // Bind to aimspeed
475     df_x = bound(ftmp, df_x, ftmp2);
476     df_y = bound(ftmp, df_y, ftmp2);
477     // Bind to limts
478     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);
479     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
480
481     //df = vectoangles(normalize(trace_endpos - df));
482
483     //Gun 2
484     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
485     ad += df;
486     vf += v_forward;
487     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
488     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
489     // Bind to aimspeed
490     df_x = bound(ftmp, df_x, ftmp2);
491     df_y = bound(ftmp, df_y, ftmp2);
492     // Bind to limts
493     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);
494     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
495
496
497     /*
498     ad = ad * 0.5;
499     v_forward = vf * 0.5;
500     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
501     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
502     */
503
504     if(player.BUTTON_ATCK)
505     if(raptor.attack_finished_single <= time)
506     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
507     {
508         raptor.misc_bulletcounter += 1;
509         if(mod(raptor.misc_bulletcounter, 2))
510             raptor_fire_cannon(self.gun1, "fire1");
511         else
512             raptor_fire_cannon(self.gun2, "fire1");
513
514         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
515         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
516         self.cnt = time;
517     }
518
519     if(self.vehicle_flags  & VHF_SHIELDREGEN)
520         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
522     if(self.vehicle_flags  & VHF_HEALTHREGEN)
523         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
525     if(self.vehicle_flags  & VHF_ENERGYREGEN)
526         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
527
528     player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
529
530
531     if(time > raptor.delay)
532     {
533         if(player.BUTTON_ATCK2)
534         {
535             raptor_bombdrop();
536             raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
537         }
538         player.vehicle_reload1 = 1;
539     }
540     else
541     {
542         player.vehicle_reload1 = min(time / raptor.delay, 1);
543         //raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
544     }
545
546     VEHICLE_UPDATE_PLAYER(health, raptor);
547
548     if(self.vehicle_flags & VHF_HASSHIELD)
549         VEHICLE_UPDATE_PLAYER(shield, raptor);
550
551     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
552     return 1;
553 }
554
555 void raptor_touch()
556 {
557     vehicles_touch();
558     if(self.owner)
559     {
560         if(vlen(self.velocity) == 0)
561             return;
562
563         if(other.classname != "player")
564             return;
565
566         return;
567     }
568
569     if(other.classname != "player")
570         return;
571
572     if(other.deadflag != DEAD_NO)
573         return;
574
575     if(other.vehicle != world)
576         return;
577
578     vehicles_enter();
579 }
580
581 void raptor_blowup()
582 {
583     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
584     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
585
586     self.deadflag    = DEAD_DEAD;
587     self.vehicle_exit(VHEF_NORMAL);
588     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
589
590     self.alpha          = -1;
591     self.movetype       = MOVETYPE_NONE;
592     self.effects        = EF_NODRAW;
593     self.colormod       = '0 0 0';
594     self.avelocity      = '0 0 0';
595     self.velocity       = '0 0 0';
596
597     setorigin(self, self.pos1);
598     self.touch = SUB_Null;
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.wait         = time;
611
612     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
613
614     self.velocity_z += 128;
615
616     if(random() < 0.5)
617         self.avelocity_z  = 45 + random() * 270;
618     else
619         self.avelocity_z  = -45 + random() * -270;
620
621     self.colormod = '-0.5 -0.5 -0.5';
622
623         self.touch     = raptor_blowup;
624         self.think     = raptor_spawn;
625         self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
626 }
627
628 void raptor_spawn()
629 {
630     self.flags     = FL_NOTARGET;
631     self.effects   = 0;
632
633     self.vehicle_health = autocvar_g_vehicle_raptor_health;
634     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
635     self.event_damage   = vehicles_damage;
636     self.touch          = raptor_touch;
637     self.iscreature     = TRUE;
638     self.movetype       = MOVETYPE_FLY;
639     self.solid          = SOLID_BBOX;
640     self.takedamage     = DAMAGE_AIM;
641         self.deadflag       = DEAD_NO;
642     self.bot_attack     = TRUE;
643     self.vehicle_energy = 1;
644     self.vehicle_hudmodel.viewmodelforclient = self;
645
646     self.bomb1.gun1.avelocity_y = 90;
647     self.bomb1.gun2.avelocity_y = -90;
648     self.frame = 0;
649
650     setorigin(self, self.pos1);
651     self.angles = self.pos2;
652
653     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
654     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
655     self.delay = time;
656
657     vehicles_reset_colors();
658 }
659
660 void raptor_dinit()
661 {
662     entity spinner;
663     vector ofs;
664
665     if not (vehicle_initialize(
666              "Raptor",
667              "models/vehicles/raptor.dpm",
668              "",
669              "models/vehicles/raptor_cockpit.dpm",
670              "", "tag_hud", "tag_camera",
671              HUD_RAPTOR,
672              RAPTOR_MIN, RAPTOR_MAX,
673              FALSE,
674              raptor_spawn, raptor_frame,
675              raptor_enter, raptor_exit,
676              raptor_die,   raptor_think))
677     {
678         remove(self);
679         return;
680     }
681
682     //FIXME: Camera is in a bad place in HUD model.
683     setorigin(self.vehicle_viewport, '5 0 5');
684
685     self.frame = 0;
686
687     self.bomb1 = spawn();
688     self.bomb2 = spawn();
689     self.gun1  = spawn();
690     self.gun2  = spawn();
691
692 #ifdef RAPTOR_RETARDCAMERA
693     setattachment(self.vehicle_viewport, world, "");
694 #endif
695
696     setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
697     setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
698     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
699     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
700
701     setattachment(self.bomb1, self,"bombmount_left");
702     setattachment(self.bomb2, self,"bombmount_right");
703
704
705     // FIXME Guns mounts to angled bones
706     self.bomb1.angles = self.angles;
707     self.angles = '0 0 0';
708     // This messes up gun-aim, so work arround it.
709     //setattachment(self.gun1, self, "gunmount_left");
710     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
711     ofs -= self.origin;
712     setattachment(self.gun1, self, "");
713     setorigin(self.gun1, ofs);
714
715     //setattachment(self.gun2, self, "gunmount_right");
716     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
717     ofs -= self.origin;
718     setattachment(self.gun2, self, "");
719     setorigin(self.gun2, ofs);
720
721     self.angles = self.bomb1.angles;
722     self.bomb1.angles = '0 0 0';
723
724
725     spinner = spawn();
726     spinner.owner = self;
727     setmodel(spinner,"models/vehicles/spinner.dpm");
728     setattachment(spinner, self, "engine_left");
729     spinner.movetype = MOVETYPE_NOCLIP;
730     spinner.avelocity = '0 90 0';
731     self.bomb1.gun1 = spinner;
732
733     spinner = spawn();
734     spinner.owner = self;
735     setmodel(spinner,"models/vehicles/spinner.dpm");
736     setattachment(spinner, self, "engine_right");
737     spinner.movetype = MOVETYPE_NOCLIP;
738     spinner.avelocity = '0 -90 0';
739     self.bomb1.gun2 = spinner;
740
741     self.mass               = 2200;
742 }
743
744 void spawnfunc_vehicle_raptor()
745 {
746     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
747
748     if(autocvar_g_vehicle_raptor_shield)
749         self.vehicle_flags |= VHF_HASSHIELD;
750
751     if(autocvar_g_vehicle_raptor_shield_regen)
752         self.vehicle_flags |= VHF_SHIELDREGEN;
753
754     if(autocvar_g_vehicle_raptor_health_regen)
755         self.vehicle_flags |= VHF_HEALTHREGEN;
756
757     if(autocvar_g_vehicle_raptor_energy_regen)
758         self.vehicle_flags |= VHF_ENERGYREGEN;
759
760     precache_model ("models/vehicles/raptor.dpm");
761     precache_model ("models/vehicles/raptor_gun.dpm");
762     precache_model ("models/vehicles/spinner.dpm");
763     precache_model ("models/vehicles/raptor_cockpit.dpm");
764     precache_model ("models/vehicles/raptor_bomb.dpm");
765
766     self.think = raptor_dinit;
767     self.nextthink = time + 1;
768 }