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) * 100;
188 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
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 self.owner.velocity = '0 0 0';
251 spot = self.origin - v_forward * 200 + '0 0 64';
252 spot = vehicles_findgoodexit(spot);
253 setorigin(self.owner , spot);
255 antilag_clear(self.owner);
259 float raptor_takeoff()
261 entity player, raptor;
264 raptor = self.vehicle;
266 if(self.sound_nexttime < time)
268 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
269 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
273 if(raptor.frame < 25)
275 raptor.frame += 0.25;
276 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
277 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
278 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
279 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
281 setorigin(player, raptor.origin + '0 0 32');
284 player.PlayerPhysplug = raptor_frame;
286 if(self.vehicle_flags & VHF_SHIELDREGEN)
287 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);
289 if(self.vehicle_flags & VHF_HEALTHREGEN)
290 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);
292 if(self.vehicle_flags & VHF_ENERGYREGEN)
293 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
296 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
297 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
299 VEHICLE_UPDATE_PLAYER(health, raptor);
300 VEHICLE_UPDATE_PLAYER(energy, raptor);
301 if(self.vehicle_flags & VHF_HASSHIELD)
302 VEHICLE_UPDATE_PLAYER(shield, raptor);
304 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
311 entity player, raptor;
315 if(intermission_running)
319 raptor = self.vehicle;
321 vehicles_painframe();
323 ftmp = vlen(self.velocity);
324 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
327 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
330 if(self.sound_nexttime < time)
332 self.sound_nexttime = time + 7.955812;
333 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
334 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
338 else if(fabs(ftmp - self.wait) > 0.2)
340 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
341 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
346 if(raptor.deadflag != DEAD_NO)
349 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
352 crosshair_trace(player);
355 vang = raptor.angles;
356 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
359 if(df_x > 180) df_x -= 360;
360 if(df_x < -180) df_x += 360;
361 if(df_y > 180) df_y -= 360;
362 if(df_y < -180) df_y += 360;
364 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
365 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
366 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
370 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
371 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
373 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
374 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
375 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
377 raptor.angles_x = anglemods(raptor.angles_x);
378 raptor.angles_y = anglemods(raptor.angles_y);
379 raptor.angles_z = anglemods(raptor.angles_z);
381 if(autocvar_g_vehicle_raptor_movestyle == 1)
382 makevectors('0 1 0' * raptor.angles_y);
384 makevectors(player.v_angle);
386 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
388 if(player.movement_x != 0)
390 if(player.movement_x > 0)
391 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
392 else if(player.movement_x < 0)
393 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
396 if(player.movement_y != 0)
398 if(player.movement_y < 0)
399 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
400 else if(player.movement_y > 0)
401 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
403 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
407 raptor.angles_z *= 0.95;
408 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
412 if(player.BUTTON_CROUCH)
413 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
414 else if (player.BUTTON_JUMP)
415 df += v_up * autocvar_g_vehicle_raptor_speed_up;
417 raptor.velocity += df * frametime;
418 player.velocity = player.movement = raptor.velocity;
419 setorigin(player, raptor.origin + '0 0 32');
422 // Target lock & predict
423 if(autocvar_g_vehicle_raptor_cannon_locktarget)
426 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
427 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
428 autocvar_g_vehicle_raptor_cannon_locked_time);
430 if(self.lock_target != world)
431 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
432 if(self.lock_strength == 1)
434 float i, distance, impact_time;
436 vf = real_origin(raptor.lock_target);
438 for(i = 0; i < 4; ++i)
440 distance = vlen(ad - raptor.origin);
441 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
442 ad = vf + raptor.lock_target.velocity * impact_time;
449 if(raptor.lock_strength == 1)
450 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
451 else if(self.lock_strength > 0.5)
452 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
453 else if(self.lock_strength < 0.5)
454 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
459 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
463 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
466 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
467 df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
468 df = shortangle_vxy(df, raptor.gun1.angles);
471 df_x = bound(ftmp, df_x, ftmp2);
472 df_y = bound(ftmp, df_y, ftmp2);
474 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);
475 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
478 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
481 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
482 df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
483 df = shortangle_vxy(df, raptor.gun2.angles);
486 df_x = bound(ftmp, df_x, ftmp2);
487 df_y = bound(ftmp, df_y, ftmp2);
489 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);
490 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
494 v_forward = vf * 0.5;
495 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
496 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
499 if(player.BUTTON_ATCK)
500 if(raptor.attack_finished_single <= time)
501 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
503 raptor.misc_bulletcounter += 1;
504 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
505 if(raptor.misc_bulletcounter <= 2)
506 raptor_fire_cannon(self.gun1, "fire1");
507 else if(raptor.misc_bulletcounter == 3)
508 raptor_fire_cannon(self.gun2, "fire1");
511 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
512 raptor_fire_cannon(self.gun2, "fire1");
513 raptor.misc_bulletcounter = 0;
515 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
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);
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);
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);
529 if(time > raptor.delay)
530 if(player.BUTTON_ATCK2)
533 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
537 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
538 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
540 VEHICLE_UPDATE_PLAYER(health, raptor);
541 VEHICLE_UPDATE_PLAYER(energy, raptor);
542 if(self.vehicle_flags & VHF_HASSHIELD)
543 VEHICLE_UPDATE_PLAYER(shield, raptor);
545 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
553 self.deadflag = DEAD_DEAD;
554 self.vehicle_exit(VHEF_NORMAL);
555 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
558 self.movetype = MOVETYPE_NONE;
559 self.effects = EF_NODRAW;
560 self.colormod = '0 0 0';
561 self.avelocity = '0 0 0';
562 self.velocity = '0 0 0';
564 setorigin(self, self.pos1);
565 self.touch = SUB_Null;
569 void raptor_diethink()
573 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
574 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
576 self.nextthink = time + 0.1;
582 self.event_damage = SUB_Null;
583 self.solid = SOLID_CORPSE;
584 self.takedamage = DAMAGE_NO;
585 self.deadflag = DEAD_DYING;
586 self.movetype = MOVETYPE_BOUNCE;
587 self.think = raptor_diethink;
588 self.nextthink = time;
590 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
592 self.velocity_z += 600;
594 self.avelocity = '0 0.5 1' * (random() * 400);
595 self.avelocity -= '0 0.5 1' * (random() * 400);
597 self.colormod = '-0.5 -0.5 -0.5';
598 self.touch = raptor_blowup;
603 if(autocvar_g_vehicle_raptor_bouncepain_x)
604 vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
610 self.vehicle_health = autocvar_g_vehicle_raptor_health;
611 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
612 self.movetype = MOVETYPE_TOSS;
613 self.solid = SOLID_SLIDEBOX;
614 self.vehicle_energy = 1;
616 self.bomb1.gun1.avelocity_y = 90;
617 self.bomb1.gun2.avelocity_y = -90;
619 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
622 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
623 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
624 self.vehicle_impact = raptor_impact;
627 // If we dont do this ever now and then, the raptors rotors
628 // stop working, presumably due to angle overflow. cute.
629 void raptor_rotor_anglefix()
631 self.gun1.angles_y = anglemods(self.gun1.angles_y);
632 self.gun2.angles_y = anglemods(self.gun2.angles_y);
633 self.nextthink = time + 15;
641 if not (vehicle_initialize(
643 "models/vehicles/raptor.dpm",
645 "models/vehicles/raptor_cockpit.dpm",
646 "", "tag_hud", "tag_camera",
648 RAPTOR_MIN, RAPTOR_MAX,
650 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
652 raptor_enter, raptor_exit,
653 raptor_die, raptor_think,
660 //FIXME: Camera is in a bad place in HUD model.
661 //setorigin(self.vehicle_viewport, '25 0 5');
665 self.bomb1 = spawn();
666 self.bomb2 = spawn();
670 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
671 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
672 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
673 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
674 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
676 setattachment(self.bomb1, self,"bombmount_left");
677 setattachment(self.bomb2, self,"bombmount_right");
678 setattachment(self.tur_head, self,"root");
681 // FIXME Guns mounts to angled bones
682 self.bomb1.angles = self.angles;
683 self.angles = '0 0 0';
684 // This messes up gun-aim, so work arround it.
685 //setattachment(self.gun1, self, "gunmount_left");
686 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
688 setattachment(self.gun1, self, "");
689 setorigin(self.gun1, ofs);
691 //setattachment(self.gun2, self, "gunmount_right");
692 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
694 setattachment(self.gun2, self, "");
695 setorigin(self.gun2, ofs);
697 self.angles = self.bomb1.angles;
698 self.bomb1.angles = '0 0 0';
701 spinner.owner = self;
702 setmodel(spinner,"models/vehicles/spinner.dpm");
703 setattachment(spinner, self, "engine_left");
704 spinner.movetype = MOVETYPE_NOCLIP;
705 spinner.avelocity = '0 90 0';
706 self.bomb1.gun1 = spinner;
709 spinner.owner = self;
710 setmodel(spinner,"models/vehicles/spinner.dpm");
711 setattachment(spinner, self, "engine_right");
712 spinner.movetype = MOVETYPE_NOCLIP;
713 spinner.avelocity = '0 -90 0';
714 self.bomb1.gun2 = spinner;
717 self.bomb1.think = raptor_rotor_anglefix;
718 self.bomb1.nextthink = time;
723 void spawnfunc_vehicle_raptor()
725 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
727 self.vehicle_flags |= VHF_DMGSHAKE;
728 self.vehicle_flags |= VHF_DMGROLL;
730 if(autocvar_g_vehicle_raptor_shield)
731 self.vehicle_flags |= VHF_HASSHIELD;
733 if(autocvar_g_vehicle_raptor_shield_regen)
734 self.vehicle_flags |= VHF_SHIELDREGEN;
736 if(autocvar_g_vehicle_raptor_health_regen)
737 self.vehicle_flags |= VHF_HEALTHREGEN;
739 if(autocvar_g_vehicle_raptor_energy_regen)
740 self.vehicle_flags |= VHF_ENERGYREGEN;
742 precache_model ("models/vehicles/raptor.dpm");
743 precache_model ("models/vehicles/raptor_gun.dpm");
744 precache_model ("models/vehicles/spinner.dpm");
745 precache_model ("models/vehicles/raptor_cockpit.dpm");
746 //precache_model ("models/vehicles/clusterbomb.md3");
747 precache_model ("models/vehicles/clusterbomb_folded.md3");
748 precache_model ("models/vehicles/raptor_body.dpm");
750 precache_sound ("vehicles/raptor_fly.wav");
751 precache_sound ("vehicles/raptor_speed.wav");
753 self.think = raptor_dinit;
756 self.nextthink = time + 0.5;
758 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);