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;
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;
62 float raptor_takeoff();
67 //#define RAPTOR_RETARDCAMERA
69 float raptor_altitude(float amax)
71 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
72 return vlen(self.origin - trace_endpos);
76 void raptor_bomblet_boom()
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_RAPTOR_BOMB, 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) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
104 UpdateCSQCProjectile(self);
112 //sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
113 //pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, self.velocity, 1);
115 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
117 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
120 setorigin(bomblet, self.origin);
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);
130 PROJECTILE_MAKETRIGGER(bomblet);
131 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
137 void raptor_bomb_touch()
142 void raptor_bombdrop()
144 entity bomb_1, bomb_2;
146 //self.bomb1.alpha = 0;
147 //self.bomb2.alpha = 0;
152 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
153 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
155 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
156 bomb_1.velocity = bomb_2.velocity = self.velocity;
157 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
158 bomb_1.think = bomb_2.think = raptor_bomb_burst;
159 bomb_1.cnt = bomb_2.cnt = time + 10;
161 if(autocvar_g_vehicle_raptor_bomblet_alt)
162 bomb_1.nextthink = bomb_2.nextthink = time;
164 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
166 bomb_1.owner = bomb_2.owner = self;
167 bomb_1.realowner = bomb_2.realowner = self.owner;
168 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
169 bomb_1.gravity = bomb_2.gravity = 1;
171 PROJECTILE_MAKETRIGGER(bomb_1);
172 PROJECTILE_MAKETRIGGER(bomb_2);
174 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
180 void raptor_fire_cannon(entity gun, string tagname)
184 b_org = gettaginfo(gun, gettagindex(gun, tagname));
185 bolt = vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
186 b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
187 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
188 DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
197 self.owner.PlayerPhysplug = raptor_takeoff;
198 self.movetype = MOVETYPE_BOUNCEMISSILE;
199 self.solid = SOLID_SLIDEBOX;
200 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
201 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
202 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
203 self.tur_head.exteriormodeltoclient = self.owner;
205 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
208 #ifdef RAPTOR_RETARDCAMERA
209 setorigin(self.vehicle_viewport, self.origin);
217 hgt = raptor_altitude(512);
218 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
219 self.angles_x *= 0.95;
220 self.angles_z *= 0.95;
224 self.frame = max(self.frame - 0.25, 0);
226 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
227 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
231 self.movetype = MOVETYPE_TOSS;
232 self.think = raptor_think;
235 self.nextthink = time;
238 void raptor_exit(float eject)
241 self.tur_head.exteriormodeltoclient = world;
243 if(self.deadflag == DEAD_NO)
245 self.think = raptor_land;
246 self.nextthink = time;
252 makevectors(self.angles);
255 spot = self.origin + v_forward * 100 + '0 0 64';
256 spot = vehicles_findgoodexit(spot);
257 setorigin(self.owner , spot);
258 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
262 spot = self.origin - v_forward * 200 + '0 0 64';
263 spot = vehicles_findgoodexit(spot);
264 setorigin(self.owner , spot);
270 float raptor_takeoff()
272 entity player, raptor;
275 raptor = self.vehicle;
278 if(self.sound_nexttime < time)
280 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
281 sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", VOL_BASE, ATTN_NORM);
285 if(raptor.frame < 25)
287 raptor.frame += 0.25;
288 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
289 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
290 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
291 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
293 setorigin(player, raptor.origin + '0 0 32');
296 player.PlayerPhysplug = raptor_frame;
298 if(self.vehicle_flags & VHF_SHIELDREGEN)
299 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);
301 if(self.vehicle_flags & VHF_HEALTHREGEN)
302 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);
304 if(self.vehicle_flags & VHF_ENERGYREGEN)
305 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
308 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
309 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
311 VEHICLE_UPDATE_PLAYER(health, raptor);
312 VEHICLE_UPDATE_PLAYER(energy, raptor);
313 if(self.vehicle_flags & VHF_HASSHIELD)
314 VEHICLE_UPDATE_PLAYER(shield, raptor);
316 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
323 entity player, raptor;
328 raptor = self.vehicle;
331 ftmp = vlen(self.velocity);
332 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
335 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
337 if(fabs(ftmp - self.wait) > 0.2 || self.sound_nexttime < time)
339 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
340 sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
341 sound (self, CHAN_PLAYER, "vehicles/raptor_speed.wav", ftmp, ATTN_NORM);
345 if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
348 vehicles_exit(VHEF_NORMAL);
353 if(raptor.deadflag != DEAD_NO)
356 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
359 crosshair_trace(player);
361 #if VEHICLES_VIEWROTATE_CROSSHAIR
362 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
363 if(df_x > 180) df_x -= 360;
364 if(df_x < -180) df_x += 360;
365 if(df_y > 180) df_y -= 360;
366 if(df_y < -180) df_y += 360;
369 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
370 ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
373 //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
374 raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
377 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
378 ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
380 //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
381 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
384 vang = raptor.angles;
385 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
388 if(df_x > 180) df_x -= 360;
389 if(df_x < -180) df_x += 360;
390 if(df_y > 180) df_y -= 360;
391 if(df_y < -180) df_y += 360;
393 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
394 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
395 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
399 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
400 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
402 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
403 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
404 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
406 raptor.angles_x = anglemods(raptor.angles_x);
407 raptor.angles_y = anglemods(raptor.angles_y);
408 raptor.angles_z = anglemods(raptor.angles_z);
412 if(autocvar_g_vehicle_raptor_movestyle == 1)
413 makevectors('0 1 0' * raptor.angles_y);
415 makevectors(player.v_angle);
417 #ifdef RAPTOR_RETARDCAMERA
419 spd = vlen(self.velocity) + 0.01;
420 back = spd / autocvar_g_vehicle_raptor_speed_forward;
428 setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
431 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
433 if(player.movement_x != 0)
435 if(player.movement_x > 0)
436 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
437 else if(player.movement_x < 0)
438 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
441 if(player.movement_y != 0)
443 if(player.movement_y < 0)
444 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
445 else if(player.movement_y > 0)
446 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
448 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
452 raptor.angles_z *= 0.95;
453 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
457 if(player.BUTTON_CROUCH)
458 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
459 else if (player.BUTTON_JUMP)
460 df += v_up * autocvar_g_vehicle_raptor_speed_up;
462 raptor.velocity += df * frametime;
463 //player.velocity = player.movement = raptor.velocity;
464 player.velocity = raptor.velocity;
465 //setorigin(player,raptor.origin + '0 0 32');
468 // Target lock & predict
469 if(autocvar_g_vehicle_raptor_cannon_locktarget)
472 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
473 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
474 autocvar_g_vehicle_raptor_cannon_locked_time);
476 if(self.lock_target != world)
477 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
478 if(self.lock_strength == 1)
480 float i, distance, impact_time;
482 vf = real_origin(raptor.lock_target);
484 for(i = 0; i < 4; ++i)
486 distance = vlen(ad - raptor.origin);
487 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
488 ad = vf + raptor.lock_target.velocity * impact_time;
491 //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
496 if(raptor.lock_strength == 1)
497 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
498 else if(self.lock_strength > 0.5)
499 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
500 else if(self.lock_strength < 0.5)
501 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
508 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
512 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
515 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
516 df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles); // Find aim offset
518 df_x = bound(ftmp, df_x, ftmp2);
519 df_y = bound(ftmp, df_y, ftmp2);
521 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);
522 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
524 //df = vectoangles(normalize(trace_endpos - df));
527 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
530 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
531 df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles); // Find aim offset
533 df_x = bound(ftmp, df_x, ftmp2);
534 df_y = bound(ftmp, df_y, ftmp2);
536 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);
537 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
541 v_forward = vf * 0.5;
542 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
543 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
546 if(player.BUTTON_ATCK)
547 if(raptor.attack_finished_single <= time)
548 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
550 raptor.misc_bulletcounter += 1;
551 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
552 if(raptor.misc_bulletcounter <= 2)
553 raptor_fire_cannon(self.gun1, "fire1");
554 else if(raptor.misc_bulletcounter == 3)
555 raptor_fire_cannon(self.gun2, "fire1");
558 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
559 raptor_fire_cannon(self.gun2, "fire1");
560 raptor.misc_bulletcounter = 0;
562 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
566 if(self.vehicle_flags & VHF_SHIELDREGEN)
567 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);
569 if(self.vehicle_flags & VHF_HEALTHREGEN)
570 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);
572 if(self.vehicle_flags & VHF_ENERGYREGEN)
573 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
576 if(time > raptor.delay)
577 if(player.BUTTON_ATCK2)
580 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
584 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
585 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
587 VEHICLE_UPDATE_PLAYER(health, raptor);
588 VEHICLE_UPDATE_PLAYER(energy, raptor);
589 if(self.vehicle_flags & VHF_HASSHIELD)
590 VEHICLE_UPDATE_PLAYER(shield, raptor);
592 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
598 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
599 pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
601 self.deadflag = DEAD_DEAD;
602 self.vehicle_exit(VHEF_NORMAL);
603 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
606 self.movetype = MOVETYPE_NONE;
607 self.effects = EF_NODRAW;
608 self.colormod = '0 0 0';
609 self.avelocity = '0 0 0';
610 self.velocity = '0 0 0';
612 setorigin(self, self.pos1);
613 self.touch = SUB_Null;
617 void raptor_diethink()
619 //self.avelocity += '0 0.5 1' * (random() * 5);
620 //self.avelocity -= '0 0.5 1' * (random() * 5);
624 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
625 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
627 self.nextthink = time + 0.1;
633 self.event_damage = SUB_Null;
634 self.iscreature = FALSE;
635 self.solid = SOLID_CORPSE;
636 self.takedamage = DAMAGE_NO;
637 self.deadflag = DEAD_DYING;
638 self.movetype = MOVETYPE_BOUNCE;
639 self.think = raptor_diethink;
640 self.nextthink = time;
642 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
644 self.velocity_z += 600;
646 self.avelocity = '0 0.5 1' * (random() * 400);
647 self.avelocity -= '0 0.5 1' * (random() * 400);
649 self.colormod = '-0.5 -0.5 -0.5';
650 self.touch = raptor_blowup;
656 self.vehicle_health = autocvar_g_vehicle_raptor_health;
657 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
658 self.movetype = MOVETYPE_TOSS;
659 self.solid = SOLID_SLIDEBOX;
660 self.vehicle_energy = 1;
662 self.bomb1.gun1.avelocity_y = 90;
663 self.bomb1.gun2.avelocity_y = -90;
665 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
669 // If we dont do this ever now and then, the raptors rotors
670 // stop working, presumably due to angle overflow. cute.
671 void raptor_rotor_anglefix()
673 self.gun1.angles_y = anglemods(self.gun1.angles_y);
674 self.gun2.angles_y = anglemods(self.gun2.angles_y);
675 self.nextthink = time + 15;
683 if not (vehicle_initialize(
685 "models/vehicles/raptor.dpm",
687 "models/vehicles/raptor_cockpit.dpm",
688 "", "tag_hud", "tag_camera",
690 RAPTOR_MIN, RAPTOR_MAX,
692 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
694 raptor_enter, raptor_exit,
695 raptor_die, raptor_think,
702 //FIXME: Camera is in a bad place in HUD model.
703 //setorigin(self.vehicle_viewport, '25 0 5');
707 self.bomb1 = spawn();
708 self.bomb2 = spawn();
712 #ifdef RAPTOR_RETARDCAMERA
713 setattachment(self.vehicle_viewport, world, "");
716 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
717 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
718 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
719 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
720 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
722 setattachment(self.bomb1, self,"bombmount_left");
723 setattachment(self.bomb2, self,"bombmount_right");
724 setattachment(self.tur_head, self,"root");
727 // FIXME Guns mounts to angled bones
728 self.bomb1.angles = self.angles;
729 self.angles = '0 0 0';
730 // This messes up gun-aim, so work arround it.
731 //setattachment(self.gun1, self, "gunmount_left");
732 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
734 setattachment(self.gun1, self, "");
735 setorigin(self.gun1, ofs);
737 //setattachment(self.gun2, self, "gunmount_right");
738 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
740 setattachment(self.gun2, self, "");
741 setorigin(self.gun2, ofs);
743 self.angles = self.bomb1.angles;
744 self.bomb1.angles = '0 0 0';
747 spinner.owner = self;
748 setmodel(spinner,"models/vehicles/spinner.dpm");
749 setattachment(spinner, self, "engine_left");
750 spinner.movetype = MOVETYPE_NOCLIP;
751 spinner.avelocity = '0 90 0';
752 self.bomb1.gun1 = spinner;
755 spinner.owner = self;
756 setmodel(spinner,"models/vehicles/spinner.dpm");
757 setattachment(spinner, self, "engine_right");
758 spinner.movetype = MOVETYPE_NOCLIP;
759 spinner.avelocity = '0 -90 0';
760 self.bomb1.gun2 = spinner;
763 self.bomb1.think = raptor_rotor_anglefix;
764 self.bomb1.nextthink = time;
769 void spawnfunc_vehicle_raptor()
771 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
775 if(autocvar_g_vehicle_raptor_shield)
776 self.vehicle_flags |= VHF_HASSHIELD;
778 if(autocvar_g_vehicle_raptor_shield_regen)
779 self.vehicle_flags |= VHF_SHIELDREGEN;
781 if(autocvar_g_vehicle_raptor_health_regen)
782 self.vehicle_flags |= VHF_HEALTHREGEN;
784 if(autocvar_g_vehicle_raptor_energy_regen)
785 self.vehicle_flags |= VHF_ENERGYREGEN;
787 precache_model ("models/vehicles/raptor.dpm");
788 precache_model ("models/vehicles/raptor_gun.dpm");
789 precache_model ("models/vehicles/spinner.dpm");
790 precache_model ("models/vehicles/raptor_cockpit.dpm");
791 precache_model ("models/vehicles/clusterbomb.md3");
792 precache_model ("models/vehicles/clusterbomb_folded.md3");
793 precache_model ("models/vehicles/raptor_body.dpm");
794 precache_sound ("vehicles/raptor_fly.wav");
795 precache_sound ("vehicles/raptor_speed.wav");
797 self.think = raptor_dinit;
798 self.nextthink = time + 1;
813 void raptor_read_extra()
818 void vehicle_raptor_assemble()