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;
16 float autocvar_g_vehicle_raptor_bomblets;
17 float autocvar_g_vehicle_raptor_bomblet_alt;
18 float autocvar_g_vehicle_raptor_bomblet_time;
19 float autocvar_g_vehicle_raptor_bomblet_damage;
20 float autocvar_g_vehicle_raptor_bomblet_spread;
21 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
22 float autocvar_g_vehicle_raptor_bomblet_radius;
23 float autocvar_g_vehicle_raptor_bomblet_force;
24 float autocvar_g_vehicle_raptor_bombs_refire;
26 float autocvar_g_vehicle_raptor_guns_turnspeed;
27 float autocvar_g_vehicle_raptor_guns_turnlimit;
28 float autocvar_g_vehicle_raptor_guns_pitchlimit_up;
29 float autocvar_g_vehicle_raptor_guns_pitchlimit_down;
31 float autocvar_g_vehicle_raptor_cannon_locktarget;
32 float autocvar_g_vehicle_raptor_cannon_locking_time;
33 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
34 float autocvar_g_vehicle_raptor_cannon_locked_time;
35 float autocvar_g_vehicle_raptor_cannon_predicttarget;
37 float autocvar_g_vehicle_raptor_cannon_cost;
38 float autocvar_g_vehicle_raptor_cannon_damage;
39 float autocvar_g_vehicle_raptor_cannon_radius;
40 float autocvar_g_vehicle_raptor_cannon_refire;
41 float autocvar_g_vehicle_raptor_cannon_speed;
42 float autocvar_g_vehicle_raptor_cannon_spread;
45 float autocvar_g_vehicle_raptor_energy;
46 float autocvar_g_vehicle_raptor_energy_regen;
47 float autocvar_g_vehicle_raptor_energy_regen_pause;
49 float autocvar_g_vehicle_raptor_health;
50 float autocvar_g_vehicle_raptor_health_regen;
51 float autocvar_g_vehicle_raptor_health_regen_pause;
53 float autocvar_g_vehicle_raptor_shield;
54 float autocvar_g_vehicle_raptor_shield_regen;
55 float autocvar_g_vehicle_raptor_shield_regen_pause;
58 //void raptor_return();
60 //float raptor_takeoff();
66 float raptor_altitude(float amax)
68 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
69 return vlen(self.origin - trace_endpos);
72 void raptor_bombs_return()
74 self.owner.bomb1.alpha = 1;
75 self.owner.bomb2.alpha = 1;
79 void raptor_bomblet_boom()
81 if(other == self.owner || other.owner == self.owner)
84 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
85 RadiusDamage (self, self.enemy, autocvar_g_vehicle_raptor_bomblet_damage,
86 autocvar_g_vehicle_raptor_bomblet_edgedamage,
87 autocvar_g_vehicle_raptor_bomblet_radius, world,
88 autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
92 void raptor_bomb_burst()
94 self.angles = vectoangles(self.velocity);
97 if(autocvar_g_vehicle_raptor_bomblet_alt)
99 self.nextthink = time;
100 // FIXME: this can make bombs stic forever if fierd at low altitude and land close to vehicle.
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)
113 v = vlen(self.velocity);
114 d = normalize(self.velocity);
115 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
117 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
121 setorigin(bomblet,self.origin);
123 //setmodel(bomblet,"models/vehicles/raptor_bomb.dpm");
126 bomblet.solid = SOLID_TRIGGER;
127 bomblet.movetype = MOVETYPE_BOUNCE;
128 bomblet.touch = raptor_bomblet_boom;
129 bomblet.think = raptor_bomblet_boom;
130 bomblet.nextthink = time + 5;
131 bomblet.owner = self.owner;
133 //bomblet.modelflags = MF_GRENADE;
135 bomblet.velocity = normalize(d + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * v;
137 //bomblet.angles = vectoangles(bomblet.velocity);
138 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
144 void raptor_bomb_touch()
149 void raptor_bombdrop()
151 entity bomb_1, bomb_2;
153 self.bomb1.alpha = 0.25;
154 self.bomb2.alpha = 0.25;
159 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
160 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
162 bomb_1.movetype = bomb_2.movetype = MOVETYPE_TOSS;
163 bomb_1.velocity = bomb_2.velocity = self.velocity;
164 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
165 bomb_1.think = bomb_2.think = raptor_bomb_burst;
167 if(autocvar_g_vehicle_raptor_bomblet_alt)
168 bomb_1.nextthink = bomb_2.nextthink = time;
170 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
172 //bomb_1.avelocity = bomb_2.avelocity = '0 0 180';
173 bomb_1.owner = bomb_2.owner = self;
174 bomb_1.enemy = bomb_2.enemy = self.owner;
175 //bomb_1.angles = bomb_2.angles = self.angles;
176 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
178 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
183 bomb_1.think = raptor_bombs_return;
184 bomb_1.nextthink = time + autocvar_g_vehicle_raptor_bombs_refire;
187 void raptor_bolt_explode()
190 pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
191 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
192 sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
196 void raptor_fire_cannon(entity gun, string tagname)
202 PROJECTILE_MAKETRIGGER(bolt);
203 sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
204 setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
206 bolt.movetype = MOVETYPE_FLYMISSILE;
207 bolt.flags = FL_PROJECTILE | FL_NOTARGET;
209 bolt.realowner = self.owner;
210 bolt.touch = raptor_bolt_explode;
211 bolt.think = raptor_bolt_explode;
212 bolt.nextthink = time + 9;
213 bolt.bot_dodge = TRUE;
214 bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
215 bolt.velocity = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
217 pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
218 //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
220 CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK, TRUE);
229 self.movetype = MOVETYPE_BOUNCEMISSILE;
230 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
231 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
233 //setorigin(self.vehicle_viewport, self.origin);
240 hgt = raptor_altitude(512);
241 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
242 self.angles_x *= 0.95;
243 self.angles_z *= 0.95;
247 self.frame = max(self.frame - 0.25, 0);
249 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
250 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
254 self.movetype = MOVETYPE_BOUNCE;
255 self.think = raptor_think;
258 self.nextthink = time;
261 void raptor_exit(float eject)
264 if(self.deadflag == DEAD_NO)
266 vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
267 self.think = raptor_land;
268 self.nextthink = time;
274 makevectors(self.angles);
277 setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
278 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
281 setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
288 entity player, raptor;
293 raptor = self.vehicle;
296 if(player.BUTTON_USE)
299 vehicles_exit(VHEF_NORMAL);
304 if(raptor.deadflag != DEAD_NO)
307 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
312 if(raptor.frame < 25)
314 raptor.frame += 0.25;
315 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
316 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
317 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
318 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
324 raptor.angles_x *= -1;
326 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
327 ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - raptor.angles_y, raptor.angles_y), ftmp);
330 raptor.angles_y = anglemods(raptor.angles_y + ftmp);
333 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
334 ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x), ftmp);
336 raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
337 raptor.angles_x *= -1;
339 if(autocvar_g_vehicle_raptor_movestyle == 1)
341 ftmp = raptor.angles_z;
343 ftmp2 = raptor.angles_x;
345 fixedmakevectors(raptor.angles);
346 raptor.angles_z = ftmp;
347 raptor.angles_x = ftmp2;
350 makevectors(player.v_angle);
352 crosshair_trace(player);
353 //df = vectoangles(normalize(trace_endpos - gettaginfo(raptor ,gettagindex(raptor, "tag_hud"))) - raptor.angles);
354 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
355 if(df_x > 180) df_x -= 360;
356 if(df_x < -180) df_x += 360;
357 if(df_y > 180) df_y -= 360;
358 if(df_y < -180) df_y += 360;
360 //raptor.angles_x *= -1;
362 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
363 ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
366 raptor.angles_y = anglemods(raptor.angles_y + ftmp);
369 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
370 ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
372 raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
373 //raptor.angles_x *= -1;
375 if(autocvar_g_vehicle_raptor_movestyle == 1)
377 ftmp = raptor.angles_z;
379 ftmp2 = raptor.angles_x;
381 fixedmakevectors(raptor.angles);
382 raptor.angles_z = ftmp;
383 raptor.angles_x = ftmp2;
386 makevectors(player.v_angle);
391 float dist, spd, back, up;
392 //dist = normalize(self.vehicle_viewport.origin - self.origin);
393 spd = vlen(self.velocity) + 0.01;
394 back = spd / autocvar_g_vehicle_raptor_speed_forward;
402 setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
405 df = raptor.velocity * -1;
407 if(player.movement_x != 0)
409 if(player.movement_x > 0)
410 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
411 else if(player.movement_x < 0)
412 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
415 if(player.movement_y != 0)
417 if(player.movement_y < 0)
418 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
419 else if(player.movement_y > 0)
420 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
422 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
426 raptor.angles_z *= 0.95;
427 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
431 if(player.BUTTON_CROUCH)
432 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
433 else if (player.BUTTON_JUMP)
434 df += v_up * autocvar_g_vehicle_raptor_speed_up;
436 raptor.velocity += df * frametime;
437 player.velocity = player.movement = raptor.velocity;
438 setorigin(player,raptor.origin + '0 0 32');
441 // Target lock & predict
442 if(autocvar_g_vehicle_raptor_cannon_locktarget)
445 vehicles_locktarget2((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
446 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
447 autocvar_g_vehicle_raptor_cannon_locked_time);
449 if(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
452 if(self.lock_target != world)
454 float i, distance, impact_time;
456 vf = real_origin(raptor.lock_target);
459 for(i = 0; i < 4; ++i)
462 distance = vlen(ad - o);
463 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
464 ad = vf + raptor.lock_target.velocity * impact_time;
465 o = raptor.origin + raptor.velocity * impact_time;
471 if(self.lock_target != world)
472 if(self.lock_strength == 1)
473 UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
475 UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
479 ftmp2 = autocvar_g_vehicle_raptor_guns_turnspeed * frametime;
483 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
486 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
487 df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset
489 df_x = bound(ftmp, df_x, ftmp2);
490 df_y = bound(ftmp, df_y, ftmp2);
492 raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_guns_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit_up);
493 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
496 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
499 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
500 df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset
502 df_x = bound(ftmp, df_x, ftmp2);
503 df_y = bound(ftmp, df_y, ftmp2);
505 raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_guns_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit_up);
506 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
511 v_forward = vf * 0.5;
512 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
513 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
516 if(player.BUTTON_ATCK)
517 if(raptor.attack_finished_single <= time)
518 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
520 raptor_fire_cannon(self.gun1, "fire1");
521 raptor_fire_cannon(self.gun2, "fire1");
523 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
524 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
528 if(self.vehicle_flags & VHF_SHIELDREGEN)
529 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);
531 if(self.vehicle_flags & VHF_HEALTHREGEN)
532 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);
534 if(self.vehicle_flags & VHF_ENERGYREGEN)
535 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
537 player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
539 if(time > raptor.delay)
540 if(player.BUTTON_ATCK2)
543 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
547 player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
548 VEHICLE_UPDATE_PLAYER(health, raptor);
550 if(self.vehicle_flags & VHF_HASSHIELD)
551 VEHICLE_UPDATE_PLAYER(shield, raptor);
553 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
561 if(vlen(self.velocity) == 0)
564 if(other.classname != "player")
570 if(other.classname != "player")
573 if(other.deadflag != DEAD_NO)
576 if(other.vehicle != world)
584 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
585 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
587 self.deadflag = DEAD_DEAD;
588 self.vehicle_exit(VHEF_NORMAL);
589 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
592 self.movetype = MOVETYPE_NONE;
593 self.effects = EF_NODRAW;
594 self.colormod = '0 0 0';
595 self.avelocity = '0 0 0';
596 self.velocity = '0 0 0';
598 setorigin(self, self.pos1);
599 self.touch = SUB_Null;
605 self.event_damage = SUB_Null;
606 self.iscreature = FALSE;
607 self.solid = SOLID_CORPSE;
608 self.takedamage = DAMAGE_NO;
609 self.deadflag = DEAD_DYING;
610 self.movetype = MOVETYPE_BOUNCE;
613 pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
615 self.velocity_z += 128;
618 self.avelocity_z = 45 + random() * 270;
620 self.avelocity_z = -45 + random() * -270;
622 self.colormod = '-0.5 -0.5 -0.5';
624 self.touch = raptor_blowup;
625 self.think = raptor_spawn;
626 self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
631 self.flags = FL_NOTARGET;
634 self.vehicle_health = autocvar_g_vehicle_raptor_health;
635 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
636 self.event_damage = vehicles_damage;
637 self.touch = raptor_touch;
638 self.iscreature = TRUE;
639 self.movetype = MOVETYPE_FLY;
640 self.solid = SOLID_SLIDEBOX;
641 self.takedamage = DAMAGE_AIM;
643 self.colormap = 1024;
644 self.deadflag = DEAD_NO;
645 self.bot_attack = TRUE;
646 self.colormod = '1 1 1';
647 self.avelocity = '0 0 0';
648 self.velocity = '0 0 0';
649 self.vehicle_energy = 1;
650 self.vehicle_hudmodel.viewmodelforclient = self;
652 self.bomb1.gun1.avelocity_y = 90;
653 self.bomb1.gun2.avelocity_y = -90;
656 setorigin(self, self.pos1);
657 self.angles = self.pos2;
659 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
660 pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
663 vehicles_common_spawn();
671 if not (vehicle_initialize(
673 "models/vehicles/raptor.dpm",
675 "models/vehicles/raptor_cockpit.dpm",
676 "", "tag_hud", "tag_camera",
678 RAPTOR_MIN, RAPTOR_MAX,
680 raptor_spawn, raptor_frame,
681 raptor_enter, raptor_exit,
682 raptor_die, raptor_think))
688 //FIXME: Camera is in a bad place in HUD model.
689 setorigin(self.vehicle_viewport, '10 0 3');
693 self.bomb1 = spawn();
694 self.bomb2 = spawn();
698 //setattachment(self.vehicle_viewport, world, "");
700 setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
701 setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
702 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
703 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
705 setattachment(self.bomb1, self,"bombmount_left");
706 setattachment(self.bomb2, self,"bombmount_right");
708 // FIXME Guns mounts to angled bones
709 // This messes up gun-aim, so work arround it.
710 //setattachment(self.gun1, self, "gunmount_left");
711 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
713 setattachment(self.gun1, self, "");
714 setorigin(self.gun1, ofs);
716 //setattachment(self.gun2, self, "gunmount_right");
717 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
719 setattachment(self.gun2, self, "");
720 setorigin(self.gun2, ofs);
723 spinner.owner = self;
724 setmodel(spinner,"models/vehicles/spinner.dpm");
725 setattachment(spinner, self, "engine_left");
726 spinner.movetype = MOVETYPE_NOCLIP;
727 spinner.avelocity = '0 90 0';
728 self.bomb1.gun1 = spinner;
731 spinner.owner = self;
732 setmodel(spinner,"models/vehicles/spinner.dpm");
733 setattachment(spinner, self, "engine_right");
734 spinner.movetype = MOVETYPE_NOCLIP;
735 spinner.avelocity = '0 -90 0';
736 self.bomb1.gun2 = spinner;
739 void spawnfunc_vehicle_raptor()
741 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
743 if(autocvar_g_vehicle_raptor_shield)
744 self.vehicle_flags |= VHF_HASSHIELD;
746 if(autocvar_g_vehicle_raptor_shield_regen)
747 self.vehicle_flags |= VHF_SHIELDREGEN;
749 if(autocvar_g_vehicle_raptor_health_regen)
750 self.vehicle_flags |= VHF_HEALTHREGEN;
752 if(autocvar_g_vehicle_raptor_energy_regen)
753 self.vehicle_flags |= VHF_ENERGYREGEN;
755 precache_model ("models/vehicles/raptor.dpm");
756 precache_model ("models/vehicles/raptor_gun.dpm");
757 precache_model ("models/vehicles/spinner.dpm");
758 precache_model ("models/vehicles/raptor_cockpit.dpm");
759 precache_model ("models/vehicles/raptor_bomb.dpm");
761 self.think = raptor_dinit;
762 self.nextthink = time + 1;