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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
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;
25
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;
30
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;
36
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;
43
44
45 float autocvar_g_vehicle_raptor_energy;
46 float autocvar_g_vehicle_raptor_energy_regen;
47 float autocvar_g_vehicle_raptor_energy_regen_pause;
48
49 float autocvar_g_vehicle_raptor_health;
50 float autocvar_g_vehicle_raptor_health_regen;
51 float autocvar_g_vehicle_raptor_health_regen_pause;
52
53 float autocvar_g_vehicle_raptor_shield;
54 float autocvar_g_vehicle_raptor_shield_regen;
55 float autocvar_g_vehicle_raptor_shield_regen_pause;
56
57 void raptor_spawn();
58 //void raptor_return();
59 float raptor_frame();
60 //float raptor_takeoff();
61
62 .entity bomb1;
63 .entity bomb2;
64 .entity camera;
65
66 float raptor_altitude(float amax)
67 {
68         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
69     return vlen(self.origin - trace_endpos);
70 }
71
72 void raptor_bombs_return()
73 {
74     self.owner.bomb1.alpha = 1;
75     self.owner.bomb2.alpha = 1;
76     remove(self);
77 }
78
79 void raptor_bomblet_boom()
80 {
81     if(other == self.owner || other.owner == self.owner)
82         return;
83
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);
89     remove(self);
90 }
91
92 void raptor_bomb_burst()
93 {
94     self.angles = vectoangles(self.velocity);
95
96
97     if(autocvar_g_vehicle_raptor_bomblet_alt)
98     {
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)
103             return;
104
105         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
106             return;
107     }
108
109     entity bomblet;
110     float i,v;
111     vector d;
112
113     v = vlen(self.velocity);
114     d = normalize(self.velocity);
115     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
116
117     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118     {
119
120         bomblet = spawn();
121         setorigin(bomblet,self.origin);
122
123         //setmodel(bomblet,"models/vehicles/raptor_bomb.dpm");
124         bomblet.scale = 0.5;
125
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;
132
133         //bomblet.modelflags = MF_GRENADE;
134
135         bomblet.velocity = normalize(d + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * v;
136
137         //bomblet.angles = vectoangles(bomblet.velocity);
138         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
139     }
140
141     remove(self);
142 }
143
144 void raptor_bomb_touch()
145 {
146     raptor_bomb_burst();
147 }
148
149 void raptor_bombdrop()
150 {
151     entity bomb_1, bomb_2;
152
153     self.bomb1.alpha = 0.25;
154     self.bomb2.alpha = 0.25;
155
156     bomb_1 = spawn();
157     bomb_2 = spawn();
158
159     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
160     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
161
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;
166
167     if(autocvar_g_vehicle_raptor_bomblet_alt)
168         bomb_1.nextthink = bomb_2.nextthink  = time;
169     else
170         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
171
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;
177
178     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
180
181     bomb_1 = spawn();
182     bomb_1.owner = self;
183     bomb_1.think = raptor_bombs_return;
184     bomb_1.nextthink = time + autocvar_g_vehicle_raptor_bombs_refire;
185 }
186
187 void raptor_bolt_explode()
188 {
189         PROJECTILE_TOUCH;
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);
193     remove (self);
194 }
195
196 void raptor_fire_cannon(entity gun, string tagname)
197 {
198     entity bolt;
199
200     bolt = spawn();
201
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)));
205
206     bolt.movetype        = MOVETYPE_FLYMISSILE;
207     bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
208     bolt.owner           = self;
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;
216
217     pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
218     //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
219
220     CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK, TRUE);
221 }
222
223 void raptor_think()
224 {
225 }
226
227 void raptor_enter()
228 {
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);
232     self.velocity_z = 1;
233     //setorigin(self.vehicle_viewport, self.origin);
234 }
235
236 void raptor_land()
237 {
238     float hgt;
239
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;
244
245     if(hgt < 128)
246         if(self.frame != 0)
247             self.frame = max(self.frame - 0.25, 0);
248
249     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
250     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
251
252     if(hgt < 16)
253     {
254         self.movetype   = MOVETYPE_BOUNCE;
255         self.think      = raptor_think;
256     }
257
258     self.nextthink  = time;
259 }
260
261 void raptor_exit(float eject)
262 {
263
264     if(self.deadflag == DEAD_NO)
265     {
266         vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
267         self.think      = raptor_land;
268         self.nextthink  = time;
269     }
270
271     if not (self.owner)
272         return;
273
274         makevectors(self.angles);
275         if(eject)
276         {
277             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
278             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
279         }
280         else
281         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
282
283     self.owner = world;
284 }
285
286 float raptor_frame()
287 {
288     entity player, raptor;
289     float ftmp, ftmp2;
290     vector df;
291
292     player = self;
293     raptor   = self.vehicle;
294     self    = raptor;
295
296     if(player.BUTTON_USE)
297     {
298         self = raptor;
299         vehicles_exit(VHEF_NORMAL);
300         self = player;
301         return 0;
302     }
303
304     if(raptor.deadflag != DEAD_NO)
305     {
306         self = player;
307         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
308         return 1;
309     }
310
311     // Takeoff sequense
312     if(raptor.frame < 25)
313     {
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;
319         self = player;
320         return 1;
321     }
322
323     /*
324     raptor.angles_x *= -1;
325     // Rotate Body
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);
328
329     // Turn
330     raptor.angles_y = anglemods(raptor.angles_y + ftmp);
331
332     // Pitch Body
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);
335
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;
338
339     if(autocvar_g_vehicle_raptor_movestyle == 1)
340     {
341         ftmp = raptor.angles_z;
342         raptor.angles_z = 0;
343         ftmp2 = raptor.angles_x;
344         raptor.angles_x = 0;
345         fixedmakevectors(raptor.angles);
346         raptor.angles_z = ftmp;
347         raptor.angles_x = ftmp2;
348     }
349     else
350         makevectors(player.v_angle);
351     */
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;
359
360     //raptor.angles_x *= -1;
361     // Rotate Body
362     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
363     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
364
365     // Turn
366     raptor.angles_y = anglemods(raptor.angles_y + ftmp);
367
368     // Pitch Body
369     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
370     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
371
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;
374
375     if(autocvar_g_vehicle_raptor_movestyle == 1)
376     {
377         ftmp = raptor.angles_z;
378         raptor.angles_z = 0;
379         ftmp2 = raptor.angles_x;
380         raptor.angles_x = 0;
381         fixedmakevectors(raptor.angles);
382         raptor.angles_z = ftmp;
383         raptor.angles_x = ftmp2;
384     }
385     else
386         makevectors(player.v_angle);
387
388
389
390     /*
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;
395     up = 1 - back;
396     back = back;
397     back = back * 1250;
398     back += 150;
399     up = up * 200;
400     up = up + 100;
401
402     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
403     */
404
405     df = raptor.velocity * -1;
406
407     if(player.movement_x != 0)
408     {
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;
413     }
414
415     if(player.movement_y != 0)
416     {
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;
421
422         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
423     }
424     else
425     {
426         raptor.angles_z *= 0.95;
427         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
428             raptor.angles_z = 0;
429     }
430
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;
435
436     raptor.velocity  += df * frametime;
437     player.velocity = player.movement  = raptor.velocity;
438     setorigin(player,raptor.origin + '0 0 32');
439
440     vector vf, ad;
441     // Target lock & predict
442     if(autocvar_g_vehicle_raptor_cannon_locktarget)
443     {
444
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);
448
449         if(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
450         {
451             vector o;
452             if(self.lock_target != world)
453             {
454                 float i, distance, impact_time;
455
456                 vf = real_origin(raptor.lock_target);
457                 ad = vf;
458                 o = raptor.origin;
459                 for(i = 0; i < 4; ++i)
460                 {
461
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;
466                 }
467                 trace_endpos = ad;
468             }
469         }
470
471         if(self.lock_target != world)
472         if(self.lock_strength == 1)
473             UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
474         else
475             UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
476     }
477
478     // Aim the gunz
479     ftmp2 = autocvar_g_vehicle_raptor_guns_turnspeed * frametime;
480     ftmp = -ftmp2;
481
482     // Gun1
483     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
484     ad = df;
485     vf = v_forward;
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
488     // Bind to aimspeed
489     df_x = bound(ftmp, df_x, ftmp2);
490     df_y = bound(ftmp, df_y, ftmp2);
491     // Bind to limts
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);
494
495     //Gun 2
496     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
497     ad += df;
498     vf += v_forward;
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
501     // Bind to aimspeed
502     df_x = bound(ftmp, df_x, ftmp2);
503     df_y = bound(ftmp, df_y, ftmp2);
504     // Bind to limts
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);
507
508
509     /*
510     ad = ad * 0.5;
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);
514     */
515
516     if(player.BUTTON_ATCK)
517     if(raptor.attack_finished_single <= time)
518     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
519     {
520         raptor_fire_cannon(self.gun1, "fire1");
521         raptor_fire_cannon(self.gun2, "fire1");
522
523         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
524         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
525         self.cnt = time;
526     }
527
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);
530
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);
533
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);
536
537     player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
538
539     if(time > raptor.delay)
540     if(player.BUTTON_ATCK2)
541     {
542         raptor_bombdrop();
543         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
544         raptor.lip = time;
545     }
546
547     player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
548     VEHICLE_UPDATE_PLAYER(health, raptor);
549
550     if(self.vehicle_flags & VHF_HASSHIELD)
551         VEHICLE_UPDATE_PLAYER(shield, raptor);
552
553     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
554     return 1;
555 }
556
557 void raptor_touch()
558 {
559     if(self.owner)
560     {
561         if(vlen(self.velocity) == 0)
562             return;
563
564         if(other.classname != "player")
565             return;
566
567         return;
568     }
569
570     if(other.classname != "player")
571         return;
572
573     if(other.deadflag != DEAD_NO)
574         return;
575
576     if(other.vehicle != world)
577         return;
578
579     vehicles_enter();
580 }
581
582 void raptor_blowup()
583 {
584     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
585     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
586
587     self.deadflag    = DEAD_DEAD;
588     self.vehicle_exit(VHEF_NORMAL);
589     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
590
591     self.alpha          = -1;
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';
597
598     setorigin(self, self.pos1);
599     self.touch = SUB_Null;
600 }
601
602 void raptor_die()
603 {
604     self.health       = 0;
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;
611     //self.wait         = time;
612
613     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
614
615     self.velocity_z += 128;
616
617     if(random() < 0.5)
618         self.avelocity_z  = 45 + random() * 270;
619     else
620         self.avelocity_z  = -45 + random() * -270;
621
622     self.colormod = '-0.5 -0.5 -0.5';
623
624         self.touch     = raptor_blowup;
625         self.think     = raptor_spawn;
626         self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
627 }
628
629 void raptor_spawn()
630 {
631     self.flags     = FL_NOTARGET;
632     self.effects   = 0;
633
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;
642     self.alpha          = 1;
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;
651
652     self.bomb1.gun1.avelocity_y = 90;
653     self.bomb1.gun2.avelocity_y = -90;
654     self.frame = 0;
655
656     setorigin(self, self.pos1);
657     self.angles = self.pos2;
658
659     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
660     pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
661     self.delay = time;
662
663     vehicles_common_spawn();
664 }
665
666 void raptor_dinit()
667 {
668     entity spinner;
669     vector ofs;
670
671     if not (vehicle_initialize(
672              "Raptor",
673              "models/vehicles/raptor.dpm",
674              "",
675              "models/vehicles/raptor_cockpit.dpm",
676              "", "tag_hud", "tag_camera",
677              HUD_RAPTOR,
678              RAPTOR_MIN, RAPTOR_MAX,
679              FALSE,
680              raptor_spawn, raptor_frame,
681              raptor_enter, raptor_exit,
682              raptor_die,   raptor_think))
683     {
684         remove(self);
685         return;
686     }
687
688     //FIXME: Camera is in a bad place in HUD model.
689     setorigin(self.vehicle_viewport, '10 0 3');
690
691     self.frame = 0;
692
693     self.bomb1 = spawn();
694     self.bomb2 = spawn();
695     self.gun1  = spawn();
696     self.gun2  = spawn();
697
698     //setattachment(self.vehicle_viewport, world, "");
699
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");
704
705     setattachment(self.bomb1, self,"bombmount_left");
706     setattachment(self.bomb2, self,"bombmount_right");
707
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"));
712     ofs -= self.origin;
713     setattachment(self.gun1, self, "");
714     setorigin(self.gun1, ofs);
715
716     //setattachment(self.gun2, self, "gunmount_right");
717     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
718     ofs -= self.origin;
719     setattachment(self.gun2, self, "");
720     setorigin(self.gun2, ofs);
721
722     spinner = spawn();
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;
729
730     spinner = spawn();
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;
737 }
738
739 void spawnfunc_vehicle_raptor()
740 {
741     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
742
743     if(autocvar_g_vehicle_raptor_shield)
744         self.vehicle_flags |= VHF_HASSHIELD;
745
746     if(autocvar_g_vehicle_raptor_shield_regen)
747         self.vehicle_flags |= VHF_SHIELDREGEN;
748
749     if(autocvar_g_vehicle_raptor_health_regen)
750         self.vehicle_flags |= VHF_HEALTHREGEN;
751
752     if(autocvar_g_vehicle_raptor_energy_regen)
753         self.vehicle_flags |= VHF_ENERGYREGEN;
754
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");
760
761     self.think = raptor_dinit;
762     self.nextthink = time + 1;
763 }