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 float raptor_altitude(float amax)
69 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70 return vlen(self.origin - trace_endpos);
74 void raptor_bomblet_boom()
76 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
77 autocvar_g_vehicle_raptor_bomblet_edgedamage,
78 autocvar_g_vehicle_raptor_bomblet_radius, world,
79 autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
83 void raptor_bomblet_touch()
85 if(other == self.owner)
89 self.think = raptor_bomblet_boom;
90 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
93 void raptor_bomb_burst()
96 if(autocvar_g_vehicle_raptor_bomblet_alt)
98 self.nextthink = time;
99 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
100 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
102 UpdateCSQCProjectile(self);
110 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
112 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
115 setorigin(bomblet, self.origin);
117 bomblet.movetype = MOVETYPE_TOSS;
118 bomblet.touch = raptor_bomblet_touch;
119 bomblet.think = raptor_bomblet_boom;
120 bomblet.nextthink = time + 5;
121 bomblet.owner = self.owner;
122 bomblet.realowner = self.realowner;
123 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
125 PROJECTILE_MAKETRIGGER(bomblet);
126 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
132 void raptor_bomb_touch()
137 void raptor_bombdrop()
139 entity bomb_1, bomb_2;
144 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
147 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
148 bomb_1.velocity = bomb_2.velocity = self.velocity;
149 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
150 bomb_1.think = bomb_2.think = raptor_bomb_burst;
151 bomb_1.cnt = bomb_2.cnt = time + 10;
153 if(autocvar_g_vehicle_raptor_bomblet_alt)
154 bomb_1.nextthink = bomb_2.nextthink = time;
156 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
158 bomb_1.owner = bomb_2.owner = self;
159 bomb_1.realowner = bomb_2.realowner = self.owner;
160 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
161 bomb_1.gravity = bomb_2.gravity = 1;
163 PROJECTILE_MAKETRIGGER(bomb_1);
164 PROJECTILE_MAKETRIGGER(bomb_2);
166 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
172 void raptor_fire_cannon(entity gun, string tagname)
176 b_org = gettaginfo(gun, gettagindex(gun, tagname));
177 bolt = vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
178 b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
179 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
180 DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
189 self.owner.PlayerPhysplug = raptor_takeoff;
190 self.movetype = MOVETYPE_BOUNCEMISSILE;
191 self.solid = SOLID_SLIDEBOX;
192 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
193 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
194 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
195 self.tur_head.exteriormodeltoclient = self.owner;
197 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
200 if(self.owner.flagcarried)
201 setorigin(self.owner.flagcarried, '-20 0 96');
210 hgt = raptor_altitude(512);
211 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
212 self.angles_x *= 0.95;
213 self.angles_z *= 0.95;
217 self.frame = max(self.frame - 0.25, 0);
219 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
220 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
224 self.movetype = MOVETYPE_TOSS;
225 self.think = raptor_think;
228 self.nextthink = time;
231 void raptor_exit(float eject)
234 self.tur_head.exteriormodeltoclient = world;
236 if(self.deadflag == DEAD_NO)
238 self.think = raptor_land;
239 self.nextthink = time;
245 makevectors(self.angles);
248 spot = self.origin + v_forward * 100 + '0 0 64';
249 spot = vehicles_findgoodexit(spot);
250 setorigin(self.owner , spot);
251 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
255 spot = self.origin - v_forward * 200 + '0 0 64';
256 spot = vehicles_findgoodexit(spot);
257 setorigin(self.owner , spot);
263 float raptor_takeoff()
265 entity player, raptor;
268 raptor = self.vehicle;
271 if(self.sound_nexttime < time)
273 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
274 sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
278 if(raptor.frame < 25)
280 raptor.frame += 0.25;
281 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
282 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
283 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
284 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
286 setorigin(player, raptor.origin + '0 0 32');
289 player.PlayerPhysplug = raptor_frame;
291 if(self.vehicle_flags & VHF_SHIELDREGEN)
292 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);
294 if(self.vehicle_flags & VHF_HEALTHREGEN)
295 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);
297 if(self.vehicle_flags & VHF_ENERGYREGEN)
298 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
301 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
302 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
304 VEHICLE_UPDATE_PLAYER(health, raptor);
305 VEHICLE_UPDATE_PLAYER(energy, raptor);
306 if(self.vehicle_flags & VHF_HASSHIELD)
307 VEHICLE_UPDATE_PLAYER(shield, raptor);
309 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
316 entity player, raptor;
320 if(intermission_running)
324 raptor = self.vehicle;
327 vehicles_painframe();
329 ftmp = vlen(self.velocity);
330 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
333 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
336 if(self.sound_nexttime < time)
338 self.sound_nexttime = time + 7.955812;
339 //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
340 sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
344 else if(fabs(ftmp - self.wait) > 0.2)
346 sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp, ATTN_NORM );
347 sound (self, CHAN_TRIGGER, "", ftmp, ATTN_NORM);
353 if(raptor.deadflag != DEAD_NO)
356 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
359 crosshair_trace(player);
363 vang = raptor.angles;
364 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
367 if(df_x > 180) df_x -= 360;
368 if(df_x < -180) df_x += 360;
369 if(df_y > 180) df_y -= 360;
370 if(df_y < -180) df_y += 360;
372 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
373 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
374 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
378 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
379 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
381 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
382 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
383 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
385 raptor.angles_x = anglemods(raptor.angles_x);
386 raptor.angles_y = anglemods(raptor.angles_y);
387 raptor.angles_z = anglemods(raptor.angles_z);
390 if(autocvar_g_vehicle_raptor_movestyle == 1)
391 makevectors('0 1 0' * raptor.angles_y);
393 makevectors(player.v_angle);
395 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
397 if(player.movement_x != 0)
399 if(player.movement_x > 0)
400 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
401 else if(player.movement_x < 0)
402 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
405 if(player.movement_y != 0)
407 if(player.movement_y < 0)
408 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
409 else if(player.movement_y > 0)
410 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
412 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
416 raptor.angles_z *= 0.95;
417 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
421 if(player.BUTTON_CROUCH)
422 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
423 else if (player.BUTTON_JUMP)
424 df += v_up * autocvar_g_vehicle_raptor_speed_up;
426 raptor.velocity += df * frametime;
427 //player.velocity = raptor.velocity;
428 player.velocity = player.movement = raptor.velocity;
429 setorigin(player, raptor.origin + '0 0 32');
432 // Target lock & predict
433 if(autocvar_g_vehicle_raptor_cannon_locktarget)
436 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
437 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
438 autocvar_g_vehicle_raptor_cannon_locked_time);
440 if(self.lock_target != world)
441 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
442 if(self.lock_strength == 1)
444 float i, distance, impact_time;
446 vf = real_origin(raptor.lock_target);
448 for(i = 0; i < 4; ++i)
450 distance = vlen(ad - raptor.origin);
451 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
452 ad = vf + raptor.lock_target.velocity * impact_time;
455 //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
460 if(raptor.lock_strength == 1)
461 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
462 else if(self.lock_strength > 0.5)
463 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
464 else if(self.lock_strength < 0.5)
465 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
470 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
474 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
477 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
478 df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
479 df = shortangle_vxy(df, raptor.gun1.angles);
482 df_x = bound(ftmp, df_x, ftmp2);
483 df_y = bound(ftmp, df_y, ftmp2);
485 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);
486 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
489 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
492 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
493 df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
494 df = shortangle_vxy(df, raptor.gun2.angles);
497 df_x = bound(ftmp, df_x, ftmp2);
498 df_y = bound(ftmp, df_y, ftmp2);
500 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);
501 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
505 v_forward = vf * 0.5;
506 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
507 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
510 if(player.BUTTON_ATCK)
511 if(raptor.attack_finished_single <= time)
512 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
514 raptor.misc_bulletcounter += 1;
515 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
516 if(raptor.misc_bulletcounter <= 2)
517 raptor_fire_cannon(self.gun1, "fire1");
518 else if(raptor.misc_bulletcounter == 3)
519 raptor_fire_cannon(self.gun2, "fire1");
522 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
523 raptor_fire_cannon(self.gun2, "fire1");
524 raptor.misc_bulletcounter = 0;
526 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
530 if(self.vehicle_flags & VHF_SHIELDREGEN)
531 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);
533 if(self.vehicle_flags & VHF_HEALTHREGEN)
534 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);
536 if(self.vehicle_flags & VHF_ENERGYREGEN)
537 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
540 if(time > raptor.delay)
541 if(player.BUTTON_ATCK2)
544 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
548 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
549 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
551 VEHICLE_UPDATE_PLAYER(health, raptor);
552 VEHICLE_UPDATE_PLAYER(energy, raptor);
553 if(self.vehicle_flags & VHF_HASSHIELD)
554 VEHICLE_UPDATE_PLAYER(shield, raptor);
556 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
562 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
563 pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
565 self.deadflag = DEAD_DEAD;
566 self.vehicle_exit(VHEF_NORMAL);
567 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
570 self.movetype = MOVETYPE_NONE;
571 self.effects = EF_NODRAW;
572 self.colormod = '0 0 0';
573 self.avelocity = '0 0 0';
574 self.velocity = '0 0 0';
576 setorigin(self, self.pos1);
577 self.touch = SUB_Null;
581 void raptor_diethink()
583 //self.avelocity += '0 0.5 1' * (random() * 5);
584 //self.avelocity -= '0 0.5 1' * (random() * 5);
588 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
589 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
591 self.nextthink = time + 0.1;
597 self.event_damage = SUB_Null;
598 self.iscreature = FALSE;
599 self.solid = SOLID_CORPSE;
600 self.takedamage = DAMAGE_NO;
601 self.deadflag = DEAD_DYING;
602 self.movetype = MOVETYPE_BOUNCE;
603 self.think = raptor_diethink;
604 self.nextthink = time;
606 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
608 self.velocity_z += 600;
610 self.avelocity = '0 0.5 1' * (random() * 400);
611 self.avelocity -= '0 0.5 1' * (random() * 400);
613 self.colormod = '-0.5 -0.5 -0.5';
614 self.touch = raptor_blowup;
620 self.vehicle_health = autocvar_g_vehicle_raptor_health;
621 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
622 self.movetype = MOVETYPE_TOSS;
623 self.solid = SOLID_SLIDEBOX;
624 self.vehicle_energy = 1;
626 self.bomb1.gun1.avelocity_y = 90;
627 self.bomb1.gun2.avelocity_y = -90;
629 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
633 // If we dont do this ever now and then, the raptors rotors
634 // stop working, presumably due to angle overflow. cute.
635 void raptor_rotor_anglefix()
637 self.gun1.angles_y = anglemods(self.gun1.angles_y);
638 self.gun2.angles_y = anglemods(self.gun2.angles_y);
639 self.nextthink = time + 15;
647 if not (vehicle_initialize(
649 "models/vehicles/raptor.dpm",
651 "models/vehicles/raptor_cockpit.dpm",
652 "", "tag_hud", "tag_camera",
654 RAPTOR_MIN, RAPTOR_MAX,
656 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
658 raptor_enter, raptor_exit,
659 raptor_die, raptor_think,
666 //FIXME: Camera is in a bad place in HUD model.
667 //setorigin(self.vehicle_viewport, '25 0 5');
671 self.bomb1 = spawn();
672 self.bomb2 = spawn();
676 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
677 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
678 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
679 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
680 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
682 setattachment(self.bomb1, self,"bombmount_left");
683 setattachment(self.bomb2, self,"bombmount_right");
684 setattachment(self.tur_head, self,"root");
687 // FIXME Guns mounts to angled bones
688 self.bomb1.angles = self.angles;
689 self.angles = '0 0 0';
690 // This messes up gun-aim, so work arround it.
691 //setattachment(self.gun1, self, "gunmount_left");
692 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
694 setattachment(self.gun1, self, "");
695 setorigin(self.gun1, ofs);
697 //setattachment(self.gun2, self, "gunmount_right");
698 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
700 setattachment(self.gun2, self, "");
701 setorigin(self.gun2, ofs);
703 self.angles = self.bomb1.angles;
704 self.bomb1.angles = '0 0 0';
707 spinner.owner = self;
708 setmodel(spinner,"models/vehicles/spinner.dpm");
709 setattachment(spinner, self, "engine_left");
710 spinner.movetype = MOVETYPE_NOCLIP;
711 spinner.avelocity = '0 90 0';
712 self.bomb1.gun1 = spinner;
715 spinner.owner = self;
716 setmodel(spinner,"models/vehicles/spinner.dpm");
717 setattachment(spinner, self, "engine_right");
718 spinner.movetype = MOVETYPE_NOCLIP;
719 spinner.avelocity = '0 -90 0';
720 self.bomb1.gun2 = spinner;
723 self.bomb1.think = raptor_rotor_anglefix;
724 self.bomb1.nextthink = time;
729 void spawnfunc_vehicle_raptor()
731 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
733 self.vehicle_flags |= VHF_DMGSHAKE;
734 self.vehicle_flags |= VHF_DMGROLL;
736 if(autocvar_g_vehicle_raptor_shield)
737 self.vehicle_flags |= VHF_HASSHIELD;
739 if(autocvar_g_vehicle_raptor_shield_regen)
740 self.vehicle_flags |= VHF_SHIELDREGEN;
742 if(autocvar_g_vehicle_raptor_health_regen)
743 self.vehicle_flags |= VHF_HEALTHREGEN;
745 if(autocvar_g_vehicle_raptor_energy_regen)
746 self.vehicle_flags |= VHF_ENERGYREGEN;
748 precache_model ("models/vehicles/raptor.dpm");
749 precache_model ("models/vehicles/raptor_gun.dpm");
750 precache_model ("models/vehicles/spinner.dpm");
751 precache_model ("models/vehicles/raptor_cockpit.dpm");
752 precache_model ("models/vehicles/clusterbomb.md3");
753 precache_model ("models/vehicles/clusterbomb_folded.md3");
754 precache_model ("models/vehicles/raptor_body.dpm");
756 precache_sound ("vehicles/raptor_fly.wav");
757 precache_sound ("vehicles/raptor_speed.wav");
760 self.think = raptor_dinit;
761 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);