1 #define RAPTOR_MIN '-80 -80 0'
2 #define RAPTOR_MAX '80 80 70'
4 float autocvar_g_vehicle_raptor_respawntime;
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;
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;
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;
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;
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;
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;
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
65 //#define RAPTOR_RETARDCAMERA
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 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
77 pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
78 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
79 autocvar_g_vehicle_raptor_bomblet_edgedamage,
80 autocvar_g_vehicle_raptor_bomblet_radius, world,
81 autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
85 void raptor_bomblet_touch()
87 if(other == self.owner)
91 self.think = raptor_bomblet_boom;
92 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
95 void raptor_bomb_burst()
98 if(autocvar_g_vehicle_raptor_bomblet_alt)
100 self.nextthink = time;
101 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
102 if(trace_fraction == 1.0)
105 if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
112 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
113 pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
115 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118 setorigin(bomblet, self.origin);
121 bomblet.solid = SOLID_TRIGGER;
122 bomblet.movetype = MOVETYPE_TOSS;
123 bomblet.touch = raptor_bomblet_touch;
124 bomblet.think = raptor_bomblet_boom;
125 bomblet.nextthink = time + 5;
126 bomblet.owner = self.owner;
127 bomblet.realowner = self.realowner;
128 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
129 PROJECTILE_MAKETRIGGER(bomblet);
130 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
136 void raptor_bomb_touch()
141 void raptor_bombdrop()
143 entity bomb_1, bomb_2;
145 //self.bomb1.alpha = 0;
146 //self.bomb2.alpha = 0;
151 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
152 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
154 bomb_1.movetype = bomb_2.movetype = MOVETYPE_TOSS;
155 bomb_1.velocity = bomb_2.velocity = self.velocity;
156 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
157 bomb_1.think = bomb_2.think = raptor_bomb_burst;
158 bomb_1.cnt = bomb_2.cnt = time + 10;
160 if(autocvar_g_vehicle_raptor_bomblet_alt)
161 bomb_1.nextthink = bomb_2.nextthink = time;
163 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
165 bomb_1.owner = bomb_2.owner = self;
166 bomb_1.realowner = bomb_2.realowner = self.owner;
167 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
169 PROJECTILE_MAKETRIGGER(bomb_1);
170 PROJECTILE_MAKETRIGGER(bomb_2);
172 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
173 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
177 void raptor_bolt_explode()
180 pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
181 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
182 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
186 void raptor_fire_cannon(entity gun, string tagname)
192 PROJECTILE_MAKETRIGGER(bolt);
193 sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
194 setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
196 bolt.movetype = MOVETYPE_FLYMISSILE;
197 bolt.flags = FL_PROJECTILE | FL_NOTARGET;
199 bolt.realowner = self.owner;
200 bolt.touch = raptor_bolt_explode;
201 bolt.think = raptor_bolt_explode;
202 bolt.nextthink = time + 9;
203 bolt.bot_dodge = TRUE;
204 bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
205 bolt.velocity = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
207 pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
208 //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
210 CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK, TRUE);
219 self.movetype = MOVETYPE_BOUNCEMISSILE;
220 self.solid = SOLID_BBOX;
221 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
222 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
224 #ifdef RAPTOR_RETARDCAMERA
225 setorigin(self.vehicle_viewport, self.origin);
233 hgt = raptor_altitude(512);
234 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
235 self.angles_x *= 0.95;
236 self.angles_z *= 0.95;
240 self.frame = max(self.frame - 0.25, 0);
242 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
243 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
247 self.movetype = MOVETYPE_TOSS;
248 self.think = raptor_think;
251 self.nextthink = time;
254 void raptor_exit(float eject)
257 if(self.deadflag == DEAD_NO)
259 self.think = raptor_land;
260 self.nextthink = time;
266 makevectors(self.angles);
269 setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
270 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
273 setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
280 entity player, raptor;
285 raptor = self.vehicle;
288 if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
291 vehicles_exit(VHEF_NORMAL);
296 if(raptor.deadflag != DEAD_NO)
299 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
304 if(raptor.frame < 25)
306 raptor.frame += 0.25;
307 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
308 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
309 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
310 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
317 crosshair_trace(player);
319 #if VEHICLES_VIEWROTATE_CROSSHAIR
320 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
321 if(df_x > 180) df_x -= 360;
322 if(df_x < -180) df_x += 360;
323 if(df_y > 180) df_y -= 360;
324 if(df_y < -180) df_y += 360;
327 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
328 ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
331 //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
332 raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
335 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
336 ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
338 //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
339 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
342 vang = raptor.angles;
343 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
346 if(df_x > 180) df_x -= 360;
347 if(df_x < -180) df_x += 360;
348 if(df_y > 180) df_y -= 360;
349 if(df_y < -180) df_y += 360;
351 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
352 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
353 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
357 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
358 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
360 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
361 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
362 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
364 raptor.angles_x = anglemods(raptor.angles_x);
365 raptor.angles_y = anglemods(raptor.angles_y);
366 raptor.angles_z = anglemods(raptor.angles_z);
370 if(autocvar_g_vehicle_raptor_movestyle == 1)
371 makevectors(raptor.angles + ('-1 0 0' * raptor.angles_x));
373 makevectors(player.v_angle);
375 #ifdef RAPTOR_RETARDCAMERA
377 spd = vlen(self.velocity) + 0.01;
378 back = spd / autocvar_g_vehicle_raptor_speed_forward;
386 setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
389 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
391 if(player.movement_x != 0)
393 if(player.movement_x > 0)
394 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
395 else if(player.movement_x < 0)
396 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
399 if(player.movement_y != 0)
401 if(player.movement_y < 0)
402 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
403 else if(player.movement_y > 0)
404 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
406 //raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
410 /*raptor.angles_z *= 0.95;
411 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
412 raptor.angles_z = 0;*/
415 if(player.BUTTON_CROUCH)
416 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
417 else if (player.BUTTON_JUMP)
418 df += v_up * autocvar_g_vehicle_raptor_speed_up;
422 raptor.velocity += df * frametime;
423 player.velocity = player.movement = raptor.velocity;
424 setorigin(player,raptor.origin + '0 0 32');
427 // Target lock & predict
428 if(autocvar_g_vehicle_raptor_cannon_locktarget)
431 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
432 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
433 autocvar_g_vehicle_raptor_cannon_locked_time);
435 if(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
437 if(self.lock_target != world)
439 float i, distance, impact_time;
441 vf = real_origin(raptor.lock_target);
443 for(i = 0; i < 4; ++i)
445 distance = vlen(ad - raptor.origin);
446 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
447 ad = vf + raptor.lock_target.velocity * impact_time;
450 UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
456 if(raptor.lock_strength == 1)
457 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
458 else if(self.lock_strength > 0.5)
459 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
460 else if(self.lock_strength < 0.5)
461 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
465 if(self.lock_target != world)
466 if(self.lock_strength == 1)
467 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
469 UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
474 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
478 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
481 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
482 df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset
484 df_x = bound(ftmp, df_x, ftmp2);
485 df_y = bound(ftmp, df_y, ftmp2);
487 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);
488 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
490 //df = vectoangles(normalize(trace_endpos - df));
493 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
496 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
497 df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset
499 df_x = bound(ftmp, df_x, ftmp2);
500 df_y = bound(ftmp, df_y, ftmp2);
502 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);
503 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
508 v_forward = vf * 0.5;
509 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
510 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
513 if(player.BUTTON_ATCK)
514 if(raptor.attack_finished_single <= time)
515 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
517 raptor.misc_bulletcounter += 1;
518 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
519 //if(mod(raptor.misc_bulletcounter, 2))
520 if(raptor.misc_bulletcounter <= 2)
521 raptor_fire_cannon(self.gun1, "fire1");
522 else if(raptor.misc_bulletcounter == 3)
523 raptor_fire_cannon(self.gun2, "fire1");
526 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
527 raptor_fire_cannon(self.gun2, "fire1");
528 raptor.misc_bulletcounter = 0;
532 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
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);
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);
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);
546 player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
549 if(time > raptor.delay)
551 if(player.BUTTON_ATCK2)
554 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
556 player.vehicle_reload1 = 1;
560 player.vehicle_reload1 = min(time / raptor.delay, 1);
561 //raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
564 VEHICLE_UPDATE_PLAYER(health, raptor);
566 if(self.vehicle_flags & VHF_HASSHIELD)
567 VEHICLE_UPDATE_PLAYER(shield, raptor);
569 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
575 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
576 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
578 self.deadflag = DEAD_DEAD;
579 self.vehicle_exit(VHEF_NORMAL);
580 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
583 self.movetype = MOVETYPE_NONE;
584 self.effects = EF_NODRAW;
585 self.colormod = '0 0 0';
586 self.avelocity = '0 0 0';
587 self.velocity = '0 0 0';
589 setorigin(self, self.pos1);
590 self.touch = SUB_Null;
596 self.event_damage = SUB_Null;
597 self.iscreature = FALSE;
598 self.solid = SOLID_CORPSE;
599 self.takedamage = DAMAGE_NO;
600 self.deadflag = DEAD_DYING;
601 self.movetype = MOVETYPE_BOUNCE;
603 pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
605 self.velocity_z += 128;
608 self.avelocity_z = 45 + random() * 270;
610 self.avelocity_z = -45 + random() * -270;
612 self.colormod = '-0.5 -0.5 -0.5';
613 self.touch = raptor_blowup;
619 self.vehicle_health = autocvar_g_vehicle_raptor_health;
620 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
621 self.movetype = MOVETYPE_TOSS;
622 self.solid = SOLID_BBOX;
623 self.vehicle_energy = 1;
625 self.bomb1.gun1.avelocity_y = 90;
626 self.bomb1.gun2.avelocity_y = -90;
628 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
637 if not (vehicle_initialize(
639 "models/vehicles/raptor.dpm",
641 "models/vehicles/raptor_cockpit.dpm",
642 "", "tag_hud", "tag_camera",
644 RAPTOR_MIN, RAPTOR_MAX,
646 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
648 raptor_enter, raptor_exit,
649 raptor_die, raptor_think))
654 setorigin(self, self.origin + '0 0 50');
655 //FIXME: Camera is in a bad place in HUD model.
656 setorigin(self.vehicle_viewport, '5 0 5');
660 self.bomb1 = spawn();
661 self.bomb2 = spawn();
665 #ifdef RAPTOR_RETARDCAMERA
666 setattachment(self.vehicle_viewport, world, "");
669 setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
670 setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
671 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
672 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
674 setattachment(self.bomb1, self,"bombmount_left");
675 setattachment(self.bomb2, self,"bombmount_right");
678 // FIXME Guns mounts to angled bones
679 self.bomb1.angles = self.angles;
680 self.angles = '0 0 0';
681 // This messes up gun-aim, so work arround it.
682 //setattachment(self.gun1, self, "gunmount_left");
683 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
685 setattachment(self.gun1, self, "");
686 setorigin(self.gun1, ofs);
688 //setattachment(self.gun2, self, "gunmount_right");
689 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
691 setattachment(self.gun2, self, "");
692 setorigin(self.gun2, ofs);
694 self.angles = self.bomb1.angles;
695 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;
717 void spawnfunc_vehicle_raptor()
719 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
721 if(autocvar_g_vehicle_raptor_shield)
722 self.vehicle_flags |= VHF_HASSHIELD;
724 if(autocvar_g_vehicle_raptor_shield_regen)
725 self.vehicle_flags |= VHF_SHIELDREGEN;
727 if(autocvar_g_vehicle_raptor_health_regen)
728 self.vehicle_flags |= VHF_HEALTHREGEN;
730 if(autocvar_g_vehicle_raptor_energy_regen)
731 self.vehicle_flags |= VHF_ENERGYREGEN;
733 precache_model ("models/vehicles/raptor.dpm");
734 precache_model ("models/vehicles/raptor_gun.dpm");
735 precache_model ("models/vehicles/spinner.dpm");
736 precache_model ("models/vehicles/raptor_cockpit.dpm");
737 precache_model ("models/vehicles/raptor_bomb.dpm");
739 self.think = raptor_dinit;
740 self.nextthink = time + 1;