6 #define RAPTOR_MIN '-80 -80 0'
7 #define RAPTOR_MAX '80 80 70'
10 float autocvar_g_vehicle_raptor;
12 float autocvar_g_vehicle_raptor_respawntime;
13 float autocvar_g_vehicle_raptor_takeofftime;
15 float autocvar_g_vehicle_raptor_movestyle;
16 float autocvar_g_vehicle_raptor_turnspeed;
17 float autocvar_g_vehicle_raptor_pitchspeed;
18 float autocvar_g_vehicle_raptor_pitchlimit;
20 float autocvar_g_vehicle_raptor_speed_forward;
21 float autocvar_g_vehicle_raptor_speed_strafe;
22 float autocvar_g_vehicle_raptor_speed_up;
23 float autocvar_g_vehicle_raptor_speed_down;
24 float autocvar_g_vehicle_raptor_friction;
26 float autocvar_g_vehicle_raptor_bomblets;
27 float autocvar_g_vehicle_raptor_bomblet_alt;
28 float autocvar_g_vehicle_raptor_bomblet_time;
29 float autocvar_g_vehicle_raptor_bomblet_damage;
30 float autocvar_g_vehicle_raptor_bomblet_spread;
31 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
32 float autocvar_g_vehicle_raptor_bomblet_radius;
33 float autocvar_g_vehicle_raptor_bomblet_force;
34 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
35 float autocvar_g_vehicle_raptor_bombs_refire;
37 float autocvar_g_vehicle_raptor_flare_refire;
38 float autocvar_g_vehicle_raptor_flare_lifetime;
39 float autocvar_g_vehicle_raptor_flare_chase;
40 float autocvar_g_vehicle_raptor_flare_range;
42 float autocvar_g_vehicle_raptor_cannon_turnspeed;
43 float autocvar_g_vehicle_raptor_cannon_turnlimit;
44 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
45 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
47 float autocvar_g_vehicle_raptor_cannon_locktarget;
48 float autocvar_g_vehicle_raptor_cannon_locking_time;
49 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
50 float autocvar_g_vehicle_raptor_cannon_locked_time;
51 float autocvar_g_vehicle_raptor_cannon_predicttarget;
53 float autocvar_g_vehicle_raptor_cannon_cost;
54 float autocvar_g_vehicle_raptor_cannon_damage;
55 float autocvar_g_vehicle_raptor_cannon_radius;
56 float autocvar_g_vehicle_raptor_cannon_refire;
57 float autocvar_g_vehicle_raptor_cannon_speed;
58 float autocvar_g_vehicle_raptor_cannon_spread;
59 float autocvar_g_vehicle_raptor_cannon_force;
61 float autocvar_g_vehicle_raptor_energy;
62 float autocvar_g_vehicle_raptor_energy_regen;
63 float autocvar_g_vehicle_raptor_energy_regen_pause;
65 float autocvar_g_vehicle_raptor_health;
66 float autocvar_g_vehicle_raptor_health_regen;
67 float autocvar_g_vehicle_raptor_health_regen_pause;
69 float autocvar_g_vehicle_raptor_shield;
70 float autocvar_g_vehicle_raptor_shield_regen;
71 float autocvar_g_vehicle_raptor_shield_regen_pause;
73 float autocvar_g_vehicle_raptor_bouncefactor;
74 float autocvar_g_vehicle_raptor_bouncestop;
75 vector autocvar_g_vehicle_raptor_bouncepain;
77 void raptor_spawn(float);
79 float raptor_takeoff();
84 float raptor_altitude(float amax)
86 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
87 return vlen(self.origin - trace_endpos);
91 void raptor_bomblet_boom()
93 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
94 autocvar_g_vehicle_raptor_bomblet_edgedamage,
95 autocvar_g_vehicle_raptor_bomblet_radius, world,
96 autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
100 void raptor_bomblet_touch()
102 if(other == self.owner)
106 self.think = raptor_bomblet_boom;
107 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
110 void raptor_bomb_burst()
113 if(autocvar_g_vehicle_raptor_bomblet_alt)
115 self.nextthink = time;
116 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
117 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
119 UpdateCSQCProjectile(self);
127 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
129 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
132 setorigin(bomblet, self.origin);
134 bomblet.movetype = MOVETYPE_TOSS;
135 bomblet.touch = raptor_bomblet_touch;
136 bomblet.think = raptor_bomblet_boom;
137 bomblet.nextthink = time + 5;
138 bomblet.owner = self.owner;
139 bomblet.realowner = self.realowner;
140 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
142 PROJECTILE_MAKETRIGGER(bomblet);
143 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
149 void raptor_bombdrop()
151 entity bomb_1, bomb_2;
156 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
157 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
159 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
160 bomb_1.velocity = bomb_2.velocity = self.velocity;
161 bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
162 bomb_1.think = bomb_2.think = raptor_bomb_burst;
163 bomb_1.cnt = bomb_2.cnt = time + 10;
165 if(autocvar_g_vehicle_raptor_bomblet_alt)
166 bomb_1.nextthink = bomb_2.nextthink = time;
168 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
170 bomb_1.owner = bomb_2.owner = self;
171 bomb_1.realowner = bomb_2.realowner = self.owner;
172 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
173 bomb_1.gravity = bomb_2.gravity = 1;
175 PROJECTILE_MAKETRIGGER(bomb_1);
176 PROJECTILE_MAKETRIGGER(bomb_2);
178 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
183 void raptor_fire_cannon(entity gun, string tagname)
185 vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
186 gettaginfo(gun, gettagindex(gun, tagname)), 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_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner);
197 self.vehicle_weapon2mode = RSM_BOMB;
198 self.owner.PlayerPhysplug = raptor_takeoff;
199 self.movetype = MOVETYPE_BOUNCEMISSILE;
200 self.solid = SOLID_SLIDEBOX;
201 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
202 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
203 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
204 self.tur_head.exteriormodeltoclient = self.owner;
206 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
209 if(self.owner.flagcarried)
210 setorigin(self.owner.flagcarried, '-20 0 96');
212 CSQCVehicleSetup(self.owner, 0);
219 hgt = raptor_altitude(512);
220 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
221 self.angles_x *= 0.95;
222 self.angles_z *= 0.95;
226 self.frame = (hgt / 128) * 25;
228 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
229 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
233 self.movetype = MOVETYPE_TOSS;
234 self.think = raptor_think;
238 self.nextthink = time;
241 void raptor_exit(float eject)
244 self.tur_head.exteriormodeltoclient = world;
246 if(self.deadflag == DEAD_NO)
248 self.think = raptor_land;
249 self.nextthink = time;
255 makevectors(self.angles);
258 spot = self.origin + v_forward * 100 + '0 0 64';
259 spot = vehicles_findgoodexit(spot);
260 setorigin(self.owner , spot);
261 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
262 self.owner.oldvelocity = self.owner.velocity;
266 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
268 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
269 self.owner.velocity_z += 200;
270 spot = self.origin + v_forward * 32 + '0 0 64';
271 spot = vehicles_findgoodexit(spot);
275 self.owner.velocity = self.velocity * 0.5;
276 self.owner.velocity_z += 10;
277 spot = self.origin - v_forward * 200 + '0 0 64';
278 spot = vehicles_findgoodexit(spot);
280 self.owner.oldvelocity = self.owner.velocity;
281 setorigin(self.owner , spot);
284 antilag_clear(self.owner);
288 float raptor_takeoff()
290 entity player, raptor;
293 raptor = self.vehicle;
295 if(self.sound_nexttime < time)
297 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
298 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
302 if(raptor.frame < 25)
304 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
305 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
306 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
307 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
308 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
310 setorigin(player, raptor.origin + '0 0 32');
313 player.PlayerPhysplug = raptor_frame;
315 if(self.vehicle_flags & VHF_SHIELDREGEN)
316 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
318 if(self.vehicle_flags & VHF_HEALTHREGEN)
319 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
321 if(self.vehicle_flags & VHF_ENERGYREGEN)
322 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
325 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
326 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
328 VEHICLE_UPDATE_PLAYER(player, health, raptor);
329 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
330 if(self.vehicle_flags & VHF_HASSHIELD)
331 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
333 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
338 void raptor_flare_touch()
343 void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
345 self.health -= damage;
350 void raptor_flare_think()
352 self.nextthink = time + 0.1;
353 entity _missile = findchainentity(enemy, self.owner);
356 if(_missile.flags & FL_PROJECTILE)
357 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
358 if(random() > autocvar_g_vehicle_raptor_flare_chase)
359 _missile.enemy = self;
360 _missile = _missile.chain;
363 if(self.tur_impacttime < time)
369 entity player, raptor;
373 if(intermission_running)
377 raptor = self.vehicle;
379 vehicles_painframe();
381 ftmp = vlen(self.velocity);
382 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
385 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
388 if(self.sound_nexttime < time)
390 self.sound_nexttime = time + 7.955812;
391 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
392 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
396 else if(fabs(ftmp - self.wait) > 0.2)
398 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
399 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
404 if(raptor.deadflag != DEAD_NO)
407 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
410 crosshair_trace(player);
413 vang = raptor.angles;
414 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
417 if(df_x > 180) df_x -= 360;
418 if(df_x < -180) df_x += 360;
419 if(df_y > 180) df_y -= 360;
420 if(df_y < -180) df_y += 360;
422 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
423 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
424 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
428 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
429 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
431 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
432 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
433 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
435 raptor.angles_x = anglemods(raptor.angles_x);
436 raptor.angles_y = anglemods(raptor.angles_y);
437 raptor.angles_z = anglemods(raptor.angles_z);
439 if(autocvar_g_vehicle_raptor_movestyle == 1)
440 makevectors('0 1 0' * raptor.angles_y);
442 makevectors(player.v_angle);
444 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
446 if(player.movement_x != 0)
448 if(player.movement_x > 0)
449 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
450 else if(player.movement_x < 0)
451 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
454 if(player.movement_y != 0)
456 if(player.movement_y < 0)
457 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
458 else if(player.movement_y > 0)
459 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
461 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
465 raptor.angles_z *= 0.95;
466 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
470 if(player.BUTTON_CROUCH)
471 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
472 else if (player.BUTTON_JUMP)
473 df += v_up * autocvar_g_vehicle_raptor_speed_up;
475 raptor.velocity += df * frametime;
476 player.velocity = player.movement = raptor.velocity;
477 setorigin(player, raptor.origin + '0 0 32');
480 // Target lock & predict
481 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
483 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
484 raptor.gun1.enemy = world;
487 if(trace_ent.movetype)
488 if(trace_ent.takedamage)
489 if(!trace_ent.deadflag)
493 if(trace_ent.team != player.team)
495 raptor.gun1.enemy = trace_ent;
496 raptor.gun1.lock_time = time + 5;
501 raptor.gun1.enemy = trace_ent;
502 raptor.gun1.lock_time = time + 0.5;
506 if(raptor.gun1.enemy)
508 float i, distance, impact_time;
510 vf = real_origin(raptor.gun1.enemy);
511 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
512 vector _vel = raptor.gun1.enemy.velocity;
513 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
516 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
519 for(i = 0; i < 4; ++i)
521 distance = vlen(ad - player.origin);
522 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
523 ad = vf + _vel * impact_time;
531 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
534 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
535 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
536 autocvar_g_vehicle_raptor_cannon_locked_time);
538 if(self.lock_target != world)
539 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
540 if(self.lock_strength == 1)
542 float i, distance, impact_time;
544 vf = real_origin(raptor.lock_target);
546 for(i = 0; i < 4; ++i)
548 distance = vlen(ad - raptor.origin);
549 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
550 ad = vf + raptor.lock_target.velocity * impact_time;
557 if(raptor.lock_strength == 1)
558 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
559 else if(self.lock_strength > 0.5)
560 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
561 else if(self.lock_strength < 0.5)
562 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
567 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
568 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
569 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
571 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
572 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
573 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
577 v_forward = vf * 0.5;
578 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
579 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
582 if(player.BUTTON_ATCK)
583 if(raptor.attack_finished_single <= time)
584 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
586 raptor.misc_bulletcounter += 1;
587 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
588 if(raptor.misc_bulletcounter <= 2)
589 raptor_fire_cannon(self.gun1, "fire1");
590 else if(raptor.misc_bulletcounter == 3)
591 raptor_fire_cannon(self.gun2, "fire1");
594 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
595 raptor_fire_cannon(self.gun2, "fire1");
596 raptor.misc_bulletcounter = 0;
598 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
602 if(self.vehicle_flags & VHF_SHIELDREGEN)
603 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
605 if(self.vehicle_flags & VHF_HEALTHREGEN)
606 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
608 if(self.vehicle_flags & VHF_ENERGYREGEN)
609 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
611 if(raptor.vehicle_weapon2mode == RSM_BOMB)
613 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
614 if(player.BUTTON_ATCK2)
617 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
623 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
624 if(player.BUTTON_ATCK2)
629 for(i = 0; i < 3; ++i)
632 setmodel(_flare, "models/runematch/rune.mdl");
633 _flare.effects = EF_LOWPRECISION | EF_FLAME;
635 setorigin(_flare, self.origin - '0 0 16');
636 _flare.movetype = MOVETYPE_TOSS;
637 _flare.gravity = 0.15;
638 _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
639 _flare.think = raptor_flare_think;
640 _flare.nextthink = time;
641 _flare.owner = raptor;
642 _flare.solid = SOLID_CORPSE;
643 _flare.takedamage = DAMAGE_YES;
644 _flare.event_damage = raptor_flare_damage;
646 _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
647 _flare.touch = raptor_flare_touch;
649 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
654 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
655 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
657 if(self.bomb1.cnt < time)
659 entity _missile = findchainentity(enemy, raptor);
660 float _incomming = 0;
663 if(_missile.flags & FL_PROJECTILE)
664 if(MISSILE_IS_TRACKING(_missile))
665 if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
668 _missile = _missile.chain;
672 sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTN_NONE);
674 self.bomb1.cnt = time + 1;
678 VEHICLE_UPDATE_PLAYER(player, health, raptor);
679 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
680 if(self.vehicle_flags & VHF_HASSHIELD)
681 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
683 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
691 self.deadflag = DEAD_DEAD;
692 self.vehicle_exit(VHEF_NORMAL);
693 RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_RAPT_DEATH, world);
696 self.movetype = MOVETYPE_NONE;
697 self.effects = EF_NODRAW;
698 self.colormod = '0 0 0';
699 self.avelocity = '0 0 0';
700 self.velocity = '0 0 0';
702 setorigin(self, self.pos1);
703 self.touch = func_null;
707 void raptor_diethink()
709 if(time >= self.wait)
710 self.think = raptor_blowup;
714 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
715 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
717 self.nextthink = time + 0.1;
723 self.event_damage = func_null;
724 self.solid = SOLID_CORPSE;
725 self.takedamage = DAMAGE_NO;
726 self.deadflag = DEAD_DYING;
727 self.movetype = MOVETYPE_BOUNCE;
728 self.think = raptor_diethink;
729 self.nextthink = time;
730 self.wait = time + 5 + (random() * 5);
732 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
734 self.velocity_z += 600;
736 self.avelocity = '0 0.5 1' * (random() * 400);
737 self.avelocity -= '0 0.5 1' * (random() * 400);
739 self.colormod = '-0.5 -0.5 -0.5';
740 self.touch = raptor_blowup;
745 if(autocvar_g_vehicle_raptor_bouncepain_x)
746 vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
749 // If we dont do this ever now and then, the raptors rotors
750 // stop working, presumably due to angle overflow. cute.
751 void raptor_rotor_anglefix()
753 self.gun1.angles_y = anglemods(self.gun1.angles_y);
754 self.gun2.angles_y = anglemods(self.gun2.angles_y);
755 self.nextthink = time + 15;
758 float raptor_impulse(float _imp)
765 self.vehicle.vehicle_weapon2mode += 1;
766 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
767 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
769 CSQCVehicleSetup(self, 0);
774 self.vehicle.vehicle_weapon2mode -= 1;
775 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
776 self.vehicle.vehicle_weapon2mode = RSM_LAST;
778 CSQCVehicleSetup(self, 0);
782 case 17: // toss gun, could be used to exit?
784 case 20: // Manual minigun reload?
791 void raptor_spawn(float _f)
798 //FIXME: Camera is in a bad place in HUD model.
799 //setorigin(self.vehicle_viewport, '25 0 5');
801 self.vehicles_impusle = raptor_impulse;
805 self.bomb1 = spawn();
806 self.bomb2 = spawn();
810 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
811 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
812 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
813 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
814 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
816 setattachment(self.bomb1, self, "bombmount_left");
817 setattachment(self.bomb2, self, "bombmount_right");
818 setattachment(self.tur_head, self,"root");
820 // FIXMODEL Guns mounts to angled bones
821 self.bomb1.angles = self.angles;
822 self.angles = '0 0 0';
823 // This messes up gun-aim, so work arround it.
824 //setattachment(self.gun1, self, "gunmount_left");
825 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
827 setattachment(self.gun1, self, "");
828 setorigin(self.gun1, ofs);
830 //setattachment(self.gun2, self, "gunmount_right");
831 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
833 setattachment(self.gun2, self, "");
834 setorigin(self.gun2, ofs);
836 self.angles = self.bomb1.angles;
837 self.bomb1.angles = '0 0 0';
840 spinner.owner = self;
841 setmodel(spinner,"models/vehicles/spinner.dpm");
842 setattachment(spinner, self, "engine_left");
843 spinner.movetype = MOVETYPE_NOCLIP;
844 spinner.avelocity = '0 90 0';
845 self.bomb1.gun1 = spinner;
848 spinner.owner = self;
849 setmodel(spinner,"models/vehicles/spinner.dpm");
850 setattachment(spinner, self, "engine_right");
851 spinner.movetype = MOVETYPE_NOCLIP;
852 spinner.avelocity = '0 -90 0';
853 self.bomb1.gun2 = spinner;
856 self.bomb1.think = raptor_rotor_anglefix;
857 self.bomb1.nextthink = time;
864 self.vehicle_health = autocvar_g_vehicle_raptor_health;
865 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
866 self.movetype = MOVETYPE_TOSS;
867 self.solid = SOLID_SLIDEBOX;
868 self.vehicle_energy = 1;
870 self.bomb1.gun1.avelocity_y = 90;
871 self.bomb1.gun2.avelocity_y = -90;
873 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
876 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
877 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
878 self.vehicle_impact = raptor_impact;
879 self.damageforcescale = 0.25;
882 void spawnfunc_vehicle_raptor()
884 if(!autocvar_g_vehicle_raptor)
890 self.vehicle_flags |= VHF_DMGSHAKE;
891 self.vehicle_flags |= VHF_DMGROLL;
893 if(autocvar_g_vehicle_raptor_shield)
894 self.vehicle_flags |= VHF_HASSHIELD;
896 if(autocvar_g_vehicle_raptor_shield_regen)
897 self.vehicle_flags |= VHF_SHIELDREGEN;
899 if(autocvar_g_vehicle_raptor_health_regen)
900 self.vehicle_flags |= VHF_HEALTHREGEN;
902 if(autocvar_g_vehicle_raptor_energy_regen)
903 self.vehicle_flags |= VHF_ENERGYREGEN;
905 precache_model ("models/vehicles/raptor.dpm");
906 precache_model ("models/vehicles/raptor_gun.dpm");
907 precache_model ("models/vehicles/spinner.dpm");
908 precache_model ("models/vehicles/raptor_cockpit.dpm");
909 //precache_model ("models/vehicles/clusterbomb.md3");
910 precache_model ("models/vehicles/clusterbomb_folded.md3");
911 precache_model ("models/vehicles/raptor_body.dpm");
913 precache_sound ("vehicles/raptor_fly.wav");
914 precache_sound ("vehicles/raptor_speed.wav");
915 precache_sound ("vehicles/missile_alarm.wav");
917 if not (vehicle_initialize(
919 "models/vehicles/raptor.dpm",
921 "models/vehicles/raptor_cockpit.dpm",
922 "", "tag_hud", "tag_camera",
924 RAPTOR_MIN, RAPTOR_MAX,
926 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
928 raptor_enter, raptor_exit,
929 raptor_die, raptor_think,
931 autocvar_g_vehicle_raptor_health,
932 autocvar_g_vehicle_raptor_shield))