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;
15 float autocvar_g_vehicle_raptor_friction;
17 float autocvar_g_vehicle_raptor_bomblets;
18 float autocvar_g_vehicle_raptor_bomblet_alt;
19 float autocvar_g_vehicle_raptor_bomblet_time;
20 float autocvar_g_vehicle_raptor_bomblet_damage;
21 float autocvar_g_vehicle_raptor_bomblet_spread;
22 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
23 float autocvar_g_vehicle_raptor_bomblet_radius;
24 float autocvar_g_vehicle_raptor_bomblet_force;
25 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
26 float autocvar_g_vehicle_raptor_bombs_refire;
28 float autocvar_g_vehicle_raptor_cannon_turnspeed;
29 float autocvar_g_vehicle_raptor_cannon_turnlimit;
30 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
33 float autocvar_g_vehicle_raptor_cannon_locktarget;
34 float autocvar_g_vehicle_raptor_cannon_locking_time;
35 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
36 float autocvar_g_vehicle_raptor_cannon_locked_time;
37 float autocvar_g_vehicle_raptor_cannon_predicttarget;
39 float autocvar_g_vehicle_raptor_cannon_cost;
40 float autocvar_g_vehicle_raptor_cannon_damage;
41 float autocvar_g_vehicle_raptor_cannon_radius;
42 float autocvar_g_vehicle_raptor_cannon_refire;
43 float autocvar_g_vehicle_raptor_cannon_speed;
44 float autocvar_g_vehicle_raptor_cannon_spread;
45 float autocvar_g_vehicle_raptor_cannon_force;
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
61 float raptor_takeoff();
66 //#define RAPTOR_RETARDCAMERA
68 float raptor_altitude(float amax)
70 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
71 return vlen(self.origin - trace_endpos);
75 void raptor_bomblet_boom()
77 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
78 autocvar_g_vehicle_raptor_bomblet_edgedamage,
79 autocvar_g_vehicle_raptor_bomblet_radius, world,
80 autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
84 void raptor_bomblet_touch()
86 if(other == self.owner)
90 self.think = raptor_bomblet_boom;
91 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
94 void raptor_bomb_burst()
97 if(autocvar_g_vehicle_raptor_bomblet_alt)
99 self.nextthink = time;
100 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
101 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
103 UpdateCSQCProjectile(self);
111 //sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
112 //pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, self.velocity, 1);
114 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
116 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
119 setorigin(bomblet, self.origin);
121 bomblet.movetype = MOVETYPE_TOSS;
122 bomblet.touch = raptor_bomblet_touch;
123 bomblet.think = raptor_bomblet_boom;
124 bomblet.nextthink = time + 5;
125 bomblet.owner = self.owner;
126 bomblet.realowner = self.realowner;
127 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
129 PROJECTILE_MAKETRIGGER(bomblet);
130 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
136 void raptor_bomb_touch()
141 void raptor_bombdrop()
143 entity bomb_1, bomb_2;
145 //self.bomb1.alpha = 0;
146 //self.bomb2.alpha = 0;
151 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
152 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
154 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
155 bomb_1.velocity = bomb_2.velocity = self.velocity;
156 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
157 bomb_1.think = bomb_2.think = raptor_bomb_burst;
158 bomb_1.cnt = bomb_2.cnt = time + 10;
160 if(autocvar_g_vehicle_raptor_bomblet_alt)
161 bomb_1.nextthink = bomb_2.nextthink = time;
163 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
165 bomb_1.owner = bomb_2.owner = self;
166 bomb_1.realowner = bomb_2.realowner = self.owner;
167 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
168 bomb_1.gravity = bomb_2.gravity = 1;
170 PROJECTILE_MAKETRIGGER(bomb_1);
171 PROJECTILE_MAKETRIGGER(bomb_2);
173 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
174 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179 void raptor_fire_cannon(entity gun, string tagname)
183 b_org = gettaginfo(gun, gettagindex(gun, tagname));
184 bolt = vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
185 b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
186 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
187 DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
196 self.owner.PlayerPhysplug = raptor_takeoff;
197 self.movetype = MOVETYPE_FLY;
198 self.solid = SOLID_BBOX;
199 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
200 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
201 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
202 self.tur_head.exteriormodeltoclient = self.owner;
204 #ifdef RAPTOR_RETARDCAMERA
205 setorigin(self.vehicle_viewport, self.origin);
213 hgt = raptor_altitude(512);
214 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
215 self.angles_x *= 0.95;
216 self.angles_z *= 0.95;
220 self.frame = max(self.frame - 0.25, 0);
222 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
223 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
227 self.movetype = MOVETYPE_TOSS;
228 self.think = raptor_think;
231 self.nextthink = time;
234 void raptor_exit(float eject)
236 self.tur_head.exteriormodeltoclient = world;
238 if(self.deadflag == DEAD_NO)
240 self.think = raptor_land;
241 self.nextthink = time;
247 makevectors(self.angles);
250 setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
251 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
254 setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
259 float raptor_takeoff()
261 entity player, raptor;
264 raptor = self.vehicle;
268 if(raptor.frame < 25)
270 raptor.frame += 0.25;
271 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
272 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
273 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
274 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
276 setorigin(player, raptor.origin + '0 0 32');
279 player.PlayerPhysplug = raptor_frame;
281 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
288 entity player, raptor;
293 raptor = self.vehicle;
296 if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
299 vehicles_exit(VHEF_NORMAL);
304 if(raptor.deadflag != DEAD_NO)
307 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
311 crosshair_trace(player);
313 #if VEHICLES_VIEWROTATE_CROSSHAIR
314 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
315 if(df_x > 180) df_x -= 360;
316 if(df_x < -180) df_x += 360;
317 if(df_y > 180) df_y -= 360;
318 if(df_y < -180) df_y += 360;
321 ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
322 ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
325 //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
326 raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
329 ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
330 ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
332 //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
333 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
336 vang = raptor.angles;
337 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
340 if(df_x > 180) df_x -= 360;
341 if(df_x < -180) df_x += 360;
342 if(df_y > 180) df_y -= 360;
343 if(df_y < -180) df_y += 360;
345 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
346 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
347 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
351 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
352 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
354 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
355 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
356 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
358 raptor.angles_x = anglemods(raptor.angles_x);
359 raptor.angles_y = anglemods(raptor.angles_y);
360 raptor.angles_z = anglemods(raptor.angles_z);
364 if(autocvar_g_vehicle_raptor_movestyle == 1)
365 makevectors('0 1 0' * raptor.angles_y);
367 makevectors(player.v_angle);
369 #ifdef RAPTOR_RETARDCAMERA
371 spd = vlen(self.velocity) + 0.01;
372 back = spd / autocvar_g_vehicle_raptor_speed_forward;
380 setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
383 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
385 if(player.movement_x != 0)
387 if(player.movement_x > 0)
388 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
389 else if(player.movement_x < 0)
390 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
393 if(player.movement_y != 0)
395 if(player.movement_y < 0)
396 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
397 else if(player.movement_y > 0)
398 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
400 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
404 raptor.angles_z *= 0.95;
405 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
409 if(player.BUTTON_CROUCH)
410 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
411 else if (player.BUTTON_JUMP)
412 df += v_up * autocvar_g_vehicle_raptor_speed_up;
414 raptor.velocity += df * frametime;
415 player.velocity = player.movement = raptor.velocity;
416 setorigin(player,raptor.origin + '0 0 32');
419 // Target lock & predict
420 if(autocvar_g_vehicle_raptor_cannon_locktarget)
423 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
424 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
425 autocvar_g_vehicle_raptor_cannon_locked_time);
427 if(self.lock_target != world)
428 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
429 if(self.lock_strength == 1)
431 float i, distance, impact_time;
433 vf = real_origin(raptor.lock_target);
435 for(i = 0; i < 4; ++i)
437 distance = vlen(ad - raptor.origin);
438 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
439 ad = vf + raptor.lock_target.velocity * impact_time;
442 //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
447 if(raptor.lock_strength == 1)
448 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
449 else if(self.lock_strength > 0.5)
450 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
451 else if(self.lock_strength < 0.5)
452 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
457 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
461 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
464 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
465 df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset
467 df_x = bound(ftmp, df_x, ftmp2);
468 df_y = bound(ftmp, df_y, ftmp2);
470 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);
471 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
473 //df = vectoangles(normalize(trace_endpos - df));
476 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
479 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
480 df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset
482 df_x = bound(ftmp, df_x, ftmp2);
483 df_y = bound(ftmp, df_y, ftmp2);
485 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);
486 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
490 v_forward = vf * 0.5;
491 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
492 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
495 if(player.BUTTON_ATCK)
496 if(raptor.attack_finished_single <= time)
497 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
499 raptor.misc_bulletcounter += 1;
500 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
501 if(raptor.misc_bulletcounter <= 2)
502 raptor_fire_cannon(self.gun1, "fire1");
503 else if(raptor.misc_bulletcounter == 3)
504 raptor_fire_cannon(self.gun2, "fire1");
507 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
508 raptor_fire_cannon(self.gun2, "fire1");
509 raptor.misc_bulletcounter = 0;
511 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
515 if(self.vehicle_flags & VHF_SHIELDREGEN)
516 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);
518 if(self.vehicle_flags & VHF_HEALTHREGEN)
519 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);
521 if(self.vehicle_flags & VHF_ENERGYREGEN)
522 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
525 if(time > raptor.delay)
526 if(player.BUTTON_ATCK2)
529 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
533 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
534 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
536 VEHICLE_UPDATE_PLAYER(health, raptor);
537 VEHICLE_UPDATE_PLAYER(energy, raptor);
538 if(self.vehicle_flags & VHF_HASSHIELD)
539 VEHICLE_UPDATE_PLAYER(shield, raptor);
543 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
549 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
550 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
552 self.deadflag = DEAD_DEAD;
553 self.vehicle_exit(VHEF_NORMAL);
554 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
557 self.movetype = MOVETYPE_NONE;
558 self.effects = EF_NODRAW;
559 self.colormod = '0 0 0';
560 self.avelocity = '0 0 0';
561 self.velocity = '0 0 0';
563 setorigin(self, self.pos1);
564 self.touch = SUB_Null;
570 self.event_damage = SUB_Null;
571 self.iscreature = FALSE;
572 self.solid = SOLID_CORPSE;
573 self.takedamage = DAMAGE_NO;
574 self.deadflag = DEAD_DYING;
575 self.movetype = MOVETYPE_BOUNCE;
577 pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
579 self.velocity_z += 128;
582 self.avelocity_z = 45 + random() * 270;
584 self.avelocity_z = -45 + random() * -270;
586 self.colormod = '-0.5 -0.5 -0.5';
587 self.touch = raptor_blowup;
593 self.vehicle_health = autocvar_g_vehicle_raptor_health;
594 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
595 self.movetype = MOVETYPE_TOSS;
596 self.solid = SOLID_BBOX;
597 self.vehicle_energy = 1;
599 self.bomb1.gun1.avelocity_y = 90;
600 self.bomb1.gun2.avelocity_y = -90;
602 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
606 // If we dont do this ever now and then, the raptors rotors
607 // stop working, presumably due to angle overflow. cute.
608 void raptor_rotor_anglefix()
610 self.gun1.angles_y = anglemods(self.gun1.angles_y);
611 self.gun2.angles_y = anglemods(self.gun2.angles_y);
612 self.nextthink = time + 15;
620 if not (vehicle_initialize(
622 "models/vehicles/raptor.dpm",
624 "models/vehicles/raptor_cockpit.dpm",
625 "", "tag_hud", "tag_camera",
627 RAPTOR_MIN, RAPTOR_MAX,
629 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
631 raptor_enter, raptor_exit,
632 raptor_die, raptor_think))
638 //FIXME: Camera is in a bad place in HUD model.
639 //setorigin(self.vehicle_viewport, '25 0 5');
643 self.bomb1 = spawn();
644 self.bomb2 = spawn();
648 #ifdef RAPTOR_RETARDCAMERA
649 setattachment(self.vehicle_viewport, world, "");
652 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
653 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
654 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
655 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
656 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
658 setattachment(self.bomb1, self,"bombmount_left");
659 setattachment(self.bomb2, self,"bombmount_right");
660 setattachment(self.tur_head, self,"root");
663 // FIXME Guns mounts to angled bones
664 self.bomb1.angles = self.angles;
665 self.angles = '0 0 0';
666 // This messes up gun-aim, so work arround it.
667 //setattachment(self.gun1, self, "gunmount_left");
668 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
670 setattachment(self.gun1, self, "");
671 setorigin(self.gun1, ofs);
673 //setattachment(self.gun2, self, "gunmount_right");
674 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
676 setattachment(self.gun2, self, "");
677 setorigin(self.gun2, ofs);
679 self.angles = self.bomb1.angles;
680 self.bomb1.angles = '0 0 0';
683 spinner.owner = self;
684 setmodel(spinner,"models/vehicles/spinner.dpm");
685 setattachment(spinner, self, "engine_left");
686 spinner.movetype = MOVETYPE_NOCLIP;
687 spinner.avelocity = '0 90 0';
688 self.bomb1.gun1 = spinner;
691 spinner.owner = self;
692 setmodel(spinner,"models/vehicles/spinner.dpm");
693 setattachment(spinner, self, "engine_right");
694 spinner.movetype = MOVETYPE_NOCLIP;
695 spinner.avelocity = '0 -90 0';
696 self.bomb1.gun2 = spinner;
699 self.bomb1.think = raptor_rotor_anglefix;
700 self.bomb1.nextthink = time;
705 void spawnfunc_vehicle_raptor()
707 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
709 if(autocvar_g_vehicle_raptor_shield)
710 self.vehicle_flags |= VHF_HASSHIELD;
712 if(autocvar_g_vehicle_raptor_shield_regen)
713 self.vehicle_flags |= VHF_SHIELDREGEN;
715 if(autocvar_g_vehicle_raptor_health_regen)
716 self.vehicle_flags |= VHF_HEALTHREGEN;
718 if(autocvar_g_vehicle_raptor_energy_regen)
719 self.vehicle_flags |= VHF_ENERGYREGEN;
721 precache_model ("models/vehicles/raptor.dpm");
722 precache_model ("models/vehicles/raptor_gun.dpm");
723 precache_model ("models/vehicles/spinner.dpm");
724 precache_model ("models/vehicles/raptor_cockpit.dpm");
725 precache_model ("models/vehicles/clusterbomb.md3");
726 precache_model ("models/vehicles/clusterbomb_folded.md3");
727 precache_model ("models/vehicles/raptor_body.dpm");
729 self.think = raptor_dinit;
730 self.nextthink = time + 1;