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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
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 float autocvar_g_vehicle_raptor_friction;
16
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;
27
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;
32
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;
38
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;
46
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
50
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
54
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
58
59 void raptor_spawn();
60 float raptor_frame();
61 float raptor_takeoff();
62
63 .entity bomb1;
64 .entity bomb2;
65
66 //#define RAPTOR_RETARDCAMERA
67
68 float raptor_altitude(float amax)
69 {
70         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
71     return vlen(self.origin - trace_endpos);
72 }
73
74
75 void raptor_bomblet_boom()
76 {
77     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
78     pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
79     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
80                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
81                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
82                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
83     remove(self);
84 }
85
86 void raptor_bomblet_touch()
87 {
88     if(other == self.owner)
89         return;
90
91     PROJECTILE_TOUCH;
92     self.think = raptor_bomblet_boom;
93     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
94 }
95
96 void raptor_bomb_burst()
97 {
98     if(self.cnt > time)
99     if(autocvar_g_vehicle_raptor_bomblet_alt)
100     {
101         UpdateCSQCProjectile(self);
102         self.nextthink = time;
103         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
104         if(trace_fraction == 1.0)
105             return;
106
107         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
108             return;
109     }
110
111     entity bomblet;
112     float i;
113
114     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
115     pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
116
117     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118     {
119         bomblet = spawn();
120         setorigin(bomblet, self.origin);
121
122         //bomblet.solid       = SOLID_TRIGGER;
123         bomblet.movetype    = MOVETYPE_TOSS;
124         bomblet.touch       = raptor_bomblet_touch;
125         bomblet.think       = raptor_bomblet_boom;
126         bomblet.nextthink   = time + 5;
127         bomblet.owner       = self.owner;
128         bomblet.realowner   = self.realowner;
129         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
130         PROJECTILE_MAKETRIGGER(bomblet);
131         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
132     }
133
134     remove(self);
135 }
136
137 void raptor_bomb_touch()
138 {
139     raptor_bomb_burst();
140 }
141
142 void raptor_bombdrop()
143 {
144     entity bomb_1, bomb_2;
145
146     //self.bomb1.alpha = 0;
147     //self.bomb2.alpha = 0;
148
149     bomb_1 = spawn();
150     bomb_2 = spawn();
151
152     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
153     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
154
155     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
156     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
157     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
158     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
159     bomb_1.cnt          = bomb_2.cnt        = time + 10;
160
161     if(autocvar_g_vehicle_raptor_bomblet_alt)
162         bomb_1.nextthink = bomb_2.nextthink  = time;
163     else
164         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
165
166     bomb_1.owner     = bomb_2.owner      = self;
167     bomb_1.realowner = bomb_2.realowner  = self.owner;
168     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
169     bomb_1.gravity   = bomb_2.gravity    = 1;
170
171     PROJECTILE_MAKETRIGGER(bomb_1);
172     PROJECTILE_MAKETRIGGER(bomb_2);
173
174     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
176
177 }
178
179
180 void raptor_fire_cannon(entity gun, string tagname)
181 {
182     entity bolt;
183     vector b_org;    
184     b_org = gettaginfo(gun, gettagindex(gun, tagname));
185     bolt = vehicles_projectile("raptor_cannon_impact", "weapons/laserimpact.wav", "raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
186                            b_org, 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_WAKIGUN, PROJECTILE_RAPTORCANNON, 0);
189 }
190
191 void raptor_think()
192 {
193 }
194
195 void raptor_enter()
196 {
197     self.owner.PlayerPhysplug = raptor_takeoff;
198     self.movetype       = MOVETYPE_FLY;
199     self.solid          = SOLID_BBOX;
200     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
201     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
202     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
203     self.tur_head.exteriormodeltoclient = self.owner;
204
205 #ifdef RAPTOR_RETARDCAMERA
206     setorigin(self.vehicle_viewport, self.origin);
207 #endif
208 }
209
210 void raptor_land()
211 {
212     float hgt;
213
214     hgt = raptor_altitude(512);
215     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
216     self.angles_x *= 0.95;
217     self.angles_z *= 0.95;
218
219     if(hgt < 128)
220         if(self.frame != 0)
221             self.frame = max(self.frame - 0.25, 0);
222
223     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
224     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
225
226     if(hgt < 16)
227     {
228         self.movetype   = MOVETYPE_TOSS;
229         self.think      = raptor_think;
230     }
231
232     self.nextthink  = time;
233 }
234
235 void raptor_exit(float eject)
236 {
237     self.tur_head.exteriormodeltoclient = world;
238     
239     if(self.deadflag == DEAD_NO)
240     {
241         self.think      = raptor_land;
242         self.nextthink  = time;
243     }
244
245     if not (self.owner)
246         return;
247
248         makevectors(self.angles);
249         if(eject)
250         {
251             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
252             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
253         }
254         else
255         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
256
257     self.owner = world;
258 }
259
260 float raptor_takeoff()
261 {
262     entity player, raptor;
263
264     player = self;
265     raptor = self.vehicle;
266     self   = raptor;
267
268     // Takeoff sequense
269     if(raptor.frame < 25)
270     {
271         raptor.frame += 0.25;
272         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
273         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
274         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
275         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
276
277         setorigin(player, raptor.origin + '0 0 32');
278     }
279     else
280         player.PlayerPhysplug = raptor_frame;
281
282     self = player;
283     return 1;
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 && raptor.deadflag == DEAD_NO)
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
312
313     crosshair_trace(player);
314
315 #if VEHICLES_VIEWROTATE_CROSSHAIR
316     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
317     if(df_x > 180)  df_x -= 360;
318     if(df_x < -180) df_x += 360;
319     if(df_y > 180)  df_y -= 360;
320     if(df_y < -180) df_y += 360;
321
322     // Rotate Body
323     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
324     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
325
326     // Turn
327     //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
328     raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
329
330     // Pitch Body
331     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
332     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
333
334     //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
335     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
336 #else
337     vector vang;
338     vang = raptor.angles;
339     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
340     vang_x *= -1;
341     df_x *= -1;
342     if(df_x > 180)  df_x -= 360;
343     if(df_x < -180) df_x += 360;
344     if(df_y > 180)  df_y -= 360;
345     if(df_y < -180) df_y += 360;
346
347     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
348     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
349     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
350
351     // Pitch
352     ftmp = 0;
353     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
354     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
355
356     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
357     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
358     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
359
360     raptor.angles_x = anglemods(raptor.angles_x);
361     raptor.angles_y = anglemods(raptor.angles_y);
362     raptor.angles_z = anglemods(raptor.angles_z);
363
364 #endif
365
366     if(autocvar_g_vehicle_raptor_movestyle == 1)
367         makevectors('0 1 0' * raptor.angles_y);
368     else
369         makevectors(player.v_angle);
370
371 #ifdef RAPTOR_RETARDCAMERA
372     float spd, back, up;
373     spd = vlen(self.velocity) + 0.01;
374     back = spd / autocvar_g_vehicle_raptor_speed_forward;
375     up = 1 - back;
376     back = back;
377     back = back * 1250;
378     back += 150;
379     up = up * 200;
380     up = up + 100;
381
382     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
383 #endif
384
385     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
386
387     if(player.movement_x != 0)
388     {
389         if(player.movement_x > 0)
390             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
391         else if(player.movement_x < 0)
392             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
393     }
394
395     if(player.movement_y != 0)
396     {
397         if(player.movement_y < 0)
398             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
399         else if(player.movement_y > 0)
400             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
401
402         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
403     }
404     else
405     {
406         raptor.angles_z *= 0.95;
407         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
408             raptor.angles_z = 0;
409     }
410
411     if(player.BUTTON_CROUCH)
412         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
413     else if (player.BUTTON_JUMP)
414         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
415
416     raptor.velocity  += df * frametime;
417     player.velocity = player.movement  = raptor.velocity;
418     setorigin(player,raptor.origin + '0 0 32');
419
420     vector vf, ad;
421     // Target lock & predict
422     if(autocvar_g_vehicle_raptor_cannon_locktarget)
423     {
424
425         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
426                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
427                              autocvar_g_vehicle_raptor_cannon_locked_time);
428
429         if(self.lock_target != world)
430         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
431         if(self.lock_strength == 1)
432         {
433             float i, distance, impact_time;
434
435             vf = real_origin(raptor.lock_target);
436             ad = vf;
437             for(i = 0; i < 4; ++i)
438             {
439                 distance = vlen(ad - raptor.origin);
440                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
441                 ad = vf + raptor.lock_target.velocity * impact_time;
442             }
443             trace_endpos = ad;
444             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
445         }
446
447         if(self.lock_target)
448         {
449             if(raptor.lock_strength == 1)
450                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
451             else if(self.lock_strength > 0.5)
452                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
453             else if(self.lock_strength < 0.5)
454                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
455         }
456     }
457
458     // Aim the gunz
459     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
460     ftmp = -ftmp2;
461
462     // Gun1
463     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
464     //ad = df;
465     //vf = v_forward;
466     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
467     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
468     // Bind to aimspeed
469     df_x = bound(ftmp, df_x, ftmp2);
470     df_y = bound(ftmp, df_y, ftmp2);
471     // Bind to limts
472     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);
473     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
474
475     //df = vectoangles(normalize(trace_endpos - df));
476
477     //Gun 2
478     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
479     //ad += df;
480     //vf += v_forward;
481     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
482     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
483     // Bind to aimspeed
484     df_x = bound(ftmp, df_x, ftmp2);
485     df_y = bound(ftmp, df_y, ftmp2);
486     // Bind to limts
487     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);
488     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
489
490     /*
491     ad = ad * 0.5;
492     v_forward = vf * 0.5;
493     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
494     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
495     */
496
497     if(player.BUTTON_ATCK)
498     if(raptor.attack_finished_single <= time)
499     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
500     {
501         raptor.misc_bulletcounter += 1;
502         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
503         if(raptor.misc_bulletcounter <= 2)
504             raptor_fire_cannon(self.gun1, "fire1");
505         else if(raptor.misc_bulletcounter == 3)
506             raptor_fire_cannon(self.gun2, "fire1");
507         else
508         {
509             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
510             raptor_fire_cannon(self.gun2, "fire1");
511             raptor.misc_bulletcounter = 0;
512         }
513         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
514         self.cnt = time;
515     }
516
517     if(self.vehicle_flags  & VHF_SHIELDREGEN)
518         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);
519
520     if(self.vehicle_flags  & VHF_HEALTHREGEN)
521         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);
522
523     if(self.vehicle_flags  & VHF_ENERGYREGEN)
524         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
526
527     if(time > raptor.delay)
528     if(player.BUTTON_ATCK2)
529     {
530         raptor_bombdrop();
531         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
532         raptor.lip   = time;
533     }
534
535     player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
536     raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
537
538     VEHICLE_UPDATE_PLAYER(health, raptor);
539     VEHICLE_UPDATE_PLAYER(energy, raptor);
540     if(self.vehicle_flags & VHF_HASSHIELD)
541         VEHICLE_UPDATE_PLAYER(shield, raptor);
542
543
544
545     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
546     return 1;
547 }
548
549 void raptor_blowup()
550 {
551     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
552     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
553
554     self.deadflag    = DEAD_DEAD;
555     self.vehicle_exit(VHEF_NORMAL);
556     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
557
558     self.alpha          = -1;
559     self.movetype       = MOVETYPE_NONE;
560     self.effects        = EF_NODRAW;
561     self.colormod       = '0 0 0';
562     self.avelocity      = '0 0 0';
563     self.velocity       = '0 0 0';
564
565     setorigin(self, self.pos1);
566     self.touch = SUB_Null;
567 }
568
569 void raptor_die()
570 {
571     self.health       = 0;
572     self.event_damage = SUB_Null;
573     self.iscreature   = FALSE;
574     self.solid        = SOLID_CORPSE;
575     self.takedamage   = DAMAGE_NO;
576     self.deadflag     = DEAD_DYING;
577     self.movetype     = MOVETYPE_BOUNCE;
578
579     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
580
581     self.velocity_z += 128;
582
583     if(random() < 0.5)
584         self.avelocity_z  = 45 + random() * 270;
585     else
586         self.avelocity_z  = -45 + random() * -270;
587
588     self.colormod = '-0.5 -0.5 -0.5';
589         self.touch     = raptor_blowup;
590 }
591
592 void raptor_spawn()
593 {
594     self.frame          = 0;
595     self.vehicle_health = autocvar_g_vehicle_raptor_health;
596     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
597     self.movetype       = MOVETYPE_TOSS;
598     self.solid          = SOLID_BBOX;
599     self.vehicle_energy = 1;
600
601     self.bomb1.gun1.avelocity_y = 90;
602     self.bomb1.gun2.avelocity_y = -90;
603
604     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
605     self.delay = time;
606 }
607
608 void raptor_dinit()
609 {
610     entity spinner;
611     vector ofs;
612
613     if not (vehicle_initialize(
614              "Raptor",
615              "models/vehicles/raptor.dpm",
616              "",
617              "models/vehicles/raptor_cockpit.dpm",
618              "", "tag_hud", "tag_camera",
619              HUD_RAPTOR,
620              RAPTOR_MIN, RAPTOR_MAX,
621              FALSE,
622              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
623              raptor_frame,
624              raptor_enter, raptor_exit,
625              raptor_die,   raptor_think))
626     {
627         remove(self);
628         return;
629     }
630
631     //FIXME: Camera is in a bad place in HUD model.
632     //setorigin(self.vehicle_viewport, '25 0 5');
633
634     self.frame = 0;
635
636     self.bomb1 = spawn();
637     self.bomb2 = spawn();
638     self.gun1  = spawn();
639     self.gun2  = spawn();
640             
641 #ifdef RAPTOR_RETARDCAMERA
642     setattachment(self.vehicle_viewport, world, "");
643 #endif
644
645     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
646     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
647     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
648     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
649     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
650
651     setattachment(self.bomb1, self,"bombmount_left");
652     setattachment(self.bomb2, self,"bombmount_right");
653     setattachment(self.tur_head, self,"root");
654
655
656     // FIXME Guns mounts to angled bones
657     self.bomb1.angles = self.angles;
658     self.angles = '0 0 0';
659     // This messes up gun-aim, so work arround it.
660     //setattachment(self.gun1, self, "gunmount_left");
661     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
662     ofs -= self.origin;
663     setattachment(self.gun1, self, "");
664     setorigin(self.gun1, ofs);
665
666     //setattachment(self.gun2, self, "gunmount_right");
667     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
668     ofs -= self.origin;
669     setattachment(self.gun2, self, "");
670     setorigin(self.gun2, ofs);
671
672     self.angles = self.bomb1.angles;
673     self.bomb1.angles = '0 0 0';
674
675     spinner = spawn();
676     spinner.owner = self;
677     setmodel(spinner,"models/vehicles/spinner.dpm");
678     setattachment(spinner, self, "engine_left");
679     spinner.movetype = MOVETYPE_NOCLIP;
680     spinner.avelocity = '0 90 0';
681     self.bomb1.gun1 = spinner;
682
683     spinner = spawn();
684     spinner.owner = self;
685     setmodel(spinner,"models/vehicles/spinner.dpm");
686     setattachment(spinner, self, "engine_right");
687     spinner.movetype = MOVETYPE_NOCLIP;
688     spinner.avelocity = '0 -90 0';
689     self.bomb1.gun2 = spinner;
690
691     self.mass               = 1 ;
692 }
693
694 void spawnfunc_vehicle_raptor()
695 {
696     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
697
698     if(autocvar_g_vehicle_raptor_shield)
699         self.vehicle_flags |= VHF_HASSHIELD;
700
701     if(autocvar_g_vehicle_raptor_shield_regen)
702         self.vehicle_flags |= VHF_SHIELDREGEN;
703
704     if(autocvar_g_vehicle_raptor_health_regen)
705         self.vehicle_flags |= VHF_HEALTHREGEN;
706
707     if(autocvar_g_vehicle_raptor_energy_regen)
708         self.vehicle_flags |= VHF_ENERGYREGEN;
709
710     precache_model ("models/vehicles/raptor.dpm");
711     precache_model ("models/vehicles/raptor_gun.dpm");
712     precache_model ("models/vehicles/spinner.dpm");
713     precache_model ("models/vehicles/raptor_cockpit.dpm");
714     precache_model ("models/vehicles/clusterbomb.md3");
715     precache_model ("models/vehicles/clusterbomb_folded.md3");
716     precache_model ("models/vehicles/raptor_body.dpm");
717
718     self.think = raptor_dinit;
719     self.nextthink = time + 1;
720 }