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g_vehicle_name 1/0 do dis/en-anble specific vehicles. More work towards multislot...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #define RSM_FIRST 0
2 #define RSM_BOMB 0
3 #define RSM_FLARE 1
4 #define RSM_LAST 1
5
6 #define RAPTOR_MIN '-80 -80 0'
7 #define RAPTOR_MAX '80 80 70'
8
9 #ifdef SVQC
10 float autocvar_g_vehicle_raptor;
11
12 float autocvar_g_vehicle_raptor_respawntime;
13 float autocvar_g_vehicle_raptor_takeofftime;
14
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;
19
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;
25
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;
36
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;
41
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;
46
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;
52
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;
60
61 float autocvar_g_vehicle_raptor_energy;
62 float autocvar_g_vehicle_raptor_energy_regen;
63 float autocvar_g_vehicle_raptor_energy_regen_pause;
64
65 float autocvar_g_vehicle_raptor_health;
66 float autocvar_g_vehicle_raptor_health_regen;
67 float autocvar_g_vehicle_raptor_health_regen_pause;
68
69 float autocvar_g_vehicle_raptor_shield;
70 float autocvar_g_vehicle_raptor_shield_regen;
71 float autocvar_g_vehicle_raptor_shield_regen_pause;
72
73 float autocvar_g_vehicle_raptor_bouncefactor;
74 float autocvar_g_vehicle_raptor_bouncestop;
75 vector autocvar_g_vehicle_raptor_bouncepain;
76
77 void raptor_spawn(float);
78 float raptor_frame();
79 float raptor_takeoff();
80
81 .entity bomb1;
82 .entity bomb2;
83
84 float raptor_altitude(float amax)
85 {
86         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
87     return vlen(self.origin - trace_endpos);
88 }
89
90
91 void raptor_bomblet_boom()
92 {
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_RAPTOR_BOMB, world);
97     remove(self);
98 }
99
100 void raptor_bomblet_touch()
101 {
102     if(other == self.owner)
103         return;
104
105     PROJECTILE_TOUCH;
106     self.think = raptor_bomblet_boom;
107     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
108 }
109
110 void raptor_bomb_burst()
111 {
112     if(self.cnt > time)
113     if(autocvar_g_vehicle_raptor_bomblet_alt)
114     {
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))
118         {
119             UpdateCSQCProjectile(self);
120             return;
121         }
122     }
123
124     entity bomblet;
125     float i;
126
127     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
128
129     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
130     {
131         bomblet = spawn();
132         setorigin(bomblet, self.origin);
133
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);
141
142         PROJECTILE_MAKETRIGGER(bomblet);
143         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
144     }
145
146     remove(self);
147 }
148
149 void raptor_bombdrop()
150 {
151     entity bomb_1, bomb_2;
152
153     bomb_1 = spawn();
154     bomb_2 = spawn();
155
156     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
157     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
158
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;
164
165     if(autocvar_g_vehicle_raptor_bomblet_alt)
166         bomb_1.nextthink = bomb_2.nextthink  = time;
167     else
168         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
169
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;
174
175     PROJECTILE_MAKETRIGGER(bomb_1);
176     PROJECTILE_MAKETRIGGER(bomb_2);
177
178     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
179     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
180 }
181
182
183 void raptor_fire_cannon(entity gun, string tagname)
184 {
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_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner);
189 }
190
191 void raptor_think()
192 {
193 }
194
195 void raptor_enter()
196 {
197     self.owner.PlayerPhysplug = raptor_takeoff;
198     self.movetype       = MOVETYPE_BOUNCEMISSILE;
199     self.solid          = SOLID_SLIDEBOX;
200     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
201     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
202     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
203     self.tur_head.exteriormodeltoclient = self.owner;
204
205     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
206     self.lip   = time;
207
208     if(self.owner.flagcarried)
209        setorigin(self.owner.flagcarried, '-20 0 96');
210     
211     CSQCVehicleSetup(self.owner, 0);
212 }
213
214 void raptor_land()
215 {    
216     float hgt;
217         
218     hgt = raptor_altitude(512);    
219     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
220     self.angles_x *= 0.95;
221     self.angles_z *= 0.95;
222
223     if(hgt < 128)
224     if(hgt > 0)
225         self.frame = (hgt / 128) * 25;
226
227     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
228     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
229
230     if(hgt < 16)
231     {
232         self.movetype = MOVETYPE_TOSS;
233         self.think    = raptor_think;
234         self.frame    = 0;
235     }
236
237     self.nextthink  = time;
238 }
239
240 void raptor_exit(float eject)
241 {
242     vector spot;
243     self.tur_head.exteriormodeltoclient = world;
244
245     if(self.deadflag == DEAD_NO)
246     {
247         self.think      = raptor_land;
248         self.nextthink  = time;
249     }
250
251     if not (self.owner)
252         return;
253
254         makevectors(self.angles);
255         if(eject)
256         {
257             spot = self.origin + v_forward * 100 + '0 0 64';
258             spot = vehicles_findgoodexit(spot);
259             setorigin(self.owner , spot);
260             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
261             self.owner.oldvelocity = self.owner.velocity;
262         }
263         else
264         {
265             self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
266             self.owner.oldvelocity = self.owner.velocity;
267             spot = self.origin - v_forward * 200 + '0 0 64';
268             spot = vehicles_findgoodexit(spot);
269             setorigin(self.owner , spot);
270         }
271         antilag_clear(self.owner);      
272     self.owner = world;
273 }
274
275 float raptor_takeoff()
276 {
277     entity player, raptor;
278     
279     player = self;
280     raptor = self.vehicle;
281     self   = raptor;
282     if(self.sound_nexttime < time)
283     {        
284         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
285         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
286     }   
287
288     // Takeoff sequense
289     if(raptor.frame < 25)
290     {
291         raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
292         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
293         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
294         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
295         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
296
297         setorigin(player, raptor.origin + '0 0 32');
298     }
299     else
300         player.PlayerPhysplug = raptor_frame;
301
302     if(self.vehicle_flags  & VHF_SHIELDREGEN)
303         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, TRUE);
304
305     if(self.vehicle_flags  & VHF_HEALTHREGEN)
306         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, FALSE);
307
308     if(self.vehicle_flags  & VHF_ENERGYREGEN)
309         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
310
311
312     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
313     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
314
315     VEHICLE_UPDATE_PLAYER(player, health, raptor);
316     VEHICLE_UPDATE_PLAYER(player, energy, raptor);
317     if(self.vehicle_flags & VHF_HASSHIELD)
318         VEHICLE_UPDATE_PLAYER(player, shield, raptor);
319
320     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
321     self = player;
322     return 1;
323 }
324
325 void raptor_flare_touch()
326 {
327     remove(self);
328 }
329
330 void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
331 {
332     self.health -= damage;
333     if(self.health <= 0)
334         remove(self);
335 }
336
337 void raptor_flare_think()
338 {
339     self.nextthink = time + 0.1;
340     entity _missile = findchainentity(enemy, self.owner);
341     while(_missile)
342     {
343         if(_missile.flags & FL_PROJECTILE)
344         if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
345         if(random() > autocvar_g_vehicle_raptor_flare_chase)
346             _missile.enemy = self;
347         _missile = _missile.chain;
348     }
349     
350     if(self.tur_impacttime < time)
351         remove(self);
352 }
353
354 float raptor_frame()
355 {
356     entity player, raptor;
357     float ftmp = 0;
358     vector df;
359     
360         if(intermission_running)
361                 return 1;
362
363     player = self;
364     raptor = self.vehicle;
365     self   = raptor;
366     vehicles_painframe();
367     /*
368     ftmp = vlen(self.velocity);
369     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
370         ftmp = 1;
371     else  
372         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
373     */
374         
375     if(self.sound_nexttime < time)
376     {        
377         self.sound_nexttime = time + 7.955812; 
378         //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
379         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
380         self.wait = ftmp;
381     }        
382     /*
383     else if(fabs(ftmp - self.wait) > 0.2)
384     {
385         sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp,   ATTN_NORM );
386         sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);        
387         self.wait = ftmp;
388     }
389     */
390     
391     if(raptor.deadflag != DEAD_NO)
392     {
393         self = player;
394         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
395         return 1;
396     }
397     crosshair_trace(player);
398
399     vector vang;
400     vang = raptor.angles;
401     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
402     vang_x *= -1;
403     df_x *= -1;
404     if(df_x > 180)  df_x -= 360;
405     if(df_x < -180) df_x += 360;
406     if(df_y > 180)  df_y -= 360;
407     if(df_y < -180) df_y += 360;
408
409     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
410     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
411     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
412
413     // Pitch
414     ftmp = 0;
415     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
416     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
417
418     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
419     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
420     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
421
422     raptor.angles_x = anglemods(raptor.angles_x);
423     raptor.angles_y = anglemods(raptor.angles_y);
424     raptor.angles_z = anglemods(raptor.angles_z);
425
426     if(autocvar_g_vehicle_raptor_movestyle == 1)
427         makevectors('0 1 0' * raptor.angles_y);
428     else
429         makevectors(player.v_angle);
430
431     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
432
433     if(player.movement_x != 0)
434     {
435         if(player.movement_x > 0)
436             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
437         else if(player.movement_x < 0)
438             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
439     }
440
441     if(player.movement_y != 0)
442     {
443         if(player.movement_y < 0)
444             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
445         else if(player.movement_y > 0)
446             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
447
448         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
449     }
450     else
451     {
452         raptor.angles_z *= 0.95;
453         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
454             raptor.angles_z = 0;
455     }
456
457     if(player.BUTTON_CROUCH)
458         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
459     else if (player.BUTTON_JUMP)
460         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
461
462     raptor.velocity  += df * frametime;
463     player.velocity = player.movement  = raptor.velocity;
464     setorigin(player, raptor.origin + '0 0 32');
465
466     vector vf, ad;
467     // Target lock & predict
468     if(autocvar_g_vehicle_raptor_cannon_locktarget)
469     {
470
471         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
472                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
473                              autocvar_g_vehicle_raptor_cannon_locked_time);
474
475         if(self.lock_target != world)
476         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
477         if(self.lock_strength == 1)
478         {
479             float i, distance, impact_time;
480
481             vf = real_origin(raptor.lock_target);
482             ad = vf;
483             for(i = 0; i < 4; ++i)
484             {
485                 distance = vlen(ad - raptor.origin);
486                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
487                 ad = vf + raptor.lock_target.velocity * impact_time;
488             }
489             trace_endpos = ad;
490         }
491
492         if(self.lock_target)
493         {
494             if(raptor.lock_strength == 1)
495                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
496             else if(self.lock_strength > 0.5)
497                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
498             else if(self.lock_strength < 0.5)
499                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
500         }
501     }
502
503
504     vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1", 
505                           autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up, 
506                           autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
507
508     vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1", 
509                           autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up, 
510                           autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
511
512     /*
513     ad = ad * 0.5;
514     v_forward = vf * 0.5;
515     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
516     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
517     */
518     
519     if(player.BUTTON_ATCK)
520     if(raptor.attack_finished_single <= time)
521     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
522     {
523         raptor.misc_bulletcounter += 1;
524         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
525         if(raptor.misc_bulletcounter <= 2)
526             raptor_fire_cannon(self.gun1, "fire1");
527         else if(raptor.misc_bulletcounter == 3)
528             raptor_fire_cannon(self.gun2, "fire1");
529         else
530         {
531             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
532             raptor_fire_cannon(self.gun2, "fire1");
533             raptor.misc_bulletcounter = 0;
534         }
535         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
536         self.cnt = time;
537     }
538
539     if(self.vehicle_flags  & VHF_SHIELDREGEN)
540         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, TRUE);
541
542     if(self.vehicle_flags  & VHF_HEALTHREGEN)
543         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, FALSE);
544
545     if(self.vehicle_flags  & VHF_ENERGYREGEN)
546         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
547
548     if(raptor.vehicle_weapon2mode == RSM_BOMB)
549     {
550         if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
551         if(player.BUTTON_ATCK2)
552         {
553             raptor_bombdrop();
554             raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
555             raptor.lip   = time;
556         }        
557     }
558     else
559     {
560         if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
561         if(player.BUTTON_ATCK2)
562         {
563             float i;
564             entity _flare;
565             
566             for(i = 0; i < 3; ++i)
567             {
568             _flare = spawn();
569             setmodel(_flare, "models/runematch/rune.mdl"); 
570             _flare.effects = EF_LOWPRECISION | EF_FLAME;
571             _flare.scale = 0.5;
572             setorigin(_flare, self.origin - '0 0 16');
573             _flare.movetype = MOVETYPE_TOSS;
574             _flare.gravity = 0.15;
575             _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
576             _flare.think = raptor_flare_think;
577             _flare.nextthink = time;
578             _flare.owner = raptor;
579             _flare.solid = SOLID_CORPSE;
580             _flare.takedamage = DAMAGE_YES;
581             _flare.event_damage = raptor_flare_damage;
582             _flare.health = 20;
583             _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
584             _flare.touch = raptor_flare_touch;
585             }
586             raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
587             raptor.lip   = time;
588         }
589     }
590     
591     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
592     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
593
594     if(self.bomb1.cnt < time)
595     {
596         entity _missile = findchainentity(enemy, raptor);
597         float _incomming = 0;
598         while(_missile)
599         {
600             if(_missile.flags & FL_PROJECTILE)
601             if(MISSILE_IS_TRACKING(_missile))
602             if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
603                 ++_incomming;
604
605             _missile = _missile.chain;
606         }
607         
608         if(_incomming)
609             sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTN_NONE);
610         
611         self.bomb1.cnt = time + 1;
612     }
613     
614
615     VEHICLE_UPDATE_PLAYER(player, health, raptor);
616     VEHICLE_UPDATE_PLAYER(player, energy, raptor);
617     if(self.vehicle_flags & VHF_HASSHIELD)
618         VEHICLE_UPDATE_PLAYER(player, shield, raptor);
619
620     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
621     
622     self = player;
623     return 1;
624 }
625
626 void raptor_blowup()
627 {
628     self.deadflag    = DEAD_DEAD;
629     self.vehicle_exit(VHEF_NORMAL);
630     RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
631
632     self.alpha          = -1;
633     self.movetype       = MOVETYPE_NONE;
634     self.effects        = EF_NODRAW;
635     self.colormod       = '0 0 0';
636     self.avelocity      = '0 0 0';
637     self.velocity       = '0 0 0';
638
639     setorigin(self, self.pos1);
640     self.touch = SUB_Null;
641     self.nextthink = 0;
642 }
643
644 void raptor_diethink()
645 {
646     if(random() < 0.1)
647     {
648         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
649         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
650     }
651     self.nextthink = time + 0.1;
652 }
653
654 void raptor_die()
655 {
656     self.health       = 0;
657     self.event_damage = SUB_Null;
658     self.solid        = SOLID_CORPSE;
659     self.takedamage   = DAMAGE_NO;
660     self.deadflag     = DEAD_DYING;
661     self.movetype     = MOVETYPE_BOUNCE;
662     self.think        = raptor_diethink;
663     self.nextthink    = time;
664     
665     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
666
667     self.velocity_z += 600;
668
669     self.avelocity = '0 0.5 1' * (random() * 400);
670     self.avelocity -= '0 0.5 1' * (random() * 400);
671
672     self.colormod = '-0.5 -0.5 -0.5';
673         self.touch     = raptor_blowup;
674 }
675
676 void raptor_impact()
677 {
678     if(autocvar_g_vehicle_raptor_bouncepain_x)
679         vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
680 }
681
682 void raptor_spawn(float _f)
683 {
684     self.frame          = 0;
685     self.vehicle_health = autocvar_g_vehicle_raptor_health;
686     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
687     self.movetype       = MOVETYPE_TOSS;
688     self.solid          = SOLID_SLIDEBOX;
689     self.vehicle_energy = 1;
690
691     self.bomb1.gun1.avelocity_y = 90;
692     self.bomb1.gun2.avelocity_y = -90;
693
694     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
695     self.delay = time;
696         
697     self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
698     self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;    
699     self.vehicle_impact = raptor_impact;    
700 }
701
702 // If we dont do this ever now and then, the raptors rotors
703 // stop working, presumably due to angle overflow. cute.
704 void raptor_rotor_anglefix()
705 {
706     self.gun1.angles_y = anglemods(self.gun1.angles_y);
707     self.gun2.angles_y = anglemods(self.gun2.angles_y);
708     self.nextthink = time + 15;
709 }
710 float raptor_impulse(float _imp)
711 {
712     switch(_imp)
713     {
714         case 10:
715         case 15:        
716         case 18:
717             self.vehicle.vehicle_weapon2mode += 1;
718             if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
719                 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
720             
721             CSQCVehicleSetup(self, 0);
722             return TRUE;
723         case 12:
724         case 16:
725         case 19:
726             self.vehicle.vehicle_weapon2mode -= 1;
727             if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
728                 self.vehicle.vehicle_weapon2mode = RSM_LAST;
729             
730             CSQCVehicleSetup(self, 0);
731             return TRUE;
732
733         /*                      
734         case 17: // toss gun, could be used to exit?
735             break;
736         case 20: // Manual minigun reload?
737             break;
738         */
739     }    
740     return FALSE;
741 }
742
743 void raptor_dinit()
744 {
745     entity spinner;
746     vector ofs;
747
748     if not (vehicle_initialize(
749              "Raptor",
750              "models/vehicles/raptor.dpm",
751              "",
752              "models/vehicles/raptor_cockpit.dpm",
753              "", "tag_hud", "tag_camera",
754              HUD_RAPTOR,
755              RAPTOR_MIN, RAPTOR_MAX,
756              FALSE,
757              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
758              raptor_frame,
759              raptor_enter, raptor_exit,
760              raptor_die,   raptor_think,
761              FALSE, 
762              autocvar_g_vehicle_raptor_health))
763     {
764         remove(self);
765         return;
766     }
767
768     //FIXME: Camera is in a bad place in HUD model.
769     //setorigin(self.vehicle_viewport, '25 0 5');
770     
771     self.vehicles_impusle   = raptor_impulse;
772     
773     self.frame = 0;
774
775     self.bomb1 = spawn();
776     self.bomb2 = spawn();
777     self.gun1  = spawn();
778     self.gun2  = spawn();
779
780     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
781     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
782     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
783     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
784     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
785
786     setattachment(self.bomb1, self,"bombmount_left");
787     setattachment(self.bomb2, self,"bombmount_right");
788     setattachment(self.tur_head, self,"root");
789
790
791     // FIXMODEL Guns mounts to angled bones
792     self.bomb1.angles = self.angles;
793     self.angles = '0 0 0';
794     // This messes up gun-aim, so work arround it.
795     //setattachment(self.gun1, self, "gunmount_left");
796     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
797     ofs -= self.origin;
798     setattachment(self.gun1, self, "");
799     setorigin(self.gun1, ofs);
800
801     //setattachment(self.gun2, self, "gunmount_right");
802     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
803     ofs -= self.origin;
804     setattachment(self.gun2, self, "");
805     setorigin(self.gun2, ofs);
806
807     self.angles = self.bomb1.angles;
808     self.bomb1.angles = '0 0 0';
809
810     spinner = spawn();
811     spinner.owner = self;
812     setmodel(spinner,"models/vehicles/spinner.dpm");
813     setattachment(spinner, self, "engine_left");
814     spinner.movetype = MOVETYPE_NOCLIP;
815     spinner.avelocity = '0 90 0';
816     self.bomb1.gun1 = spinner;
817
818     spinner = spawn();
819     spinner.owner = self;
820     setmodel(spinner,"models/vehicles/spinner.dpm");
821     setattachment(spinner, self, "engine_right");
822     spinner.movetype = MOVETYPE_NOCLIP;
823     spinner.avelocity = '0 -90 0';
824     self.bomb1.gun2 = spinner;
825
826     // Sigh.
827     self.bomb1.think = raptor_rotor_anglefix;
828     self.bomb1.nextthink = time;
829
830     self.mass               = 1 ;
831 }
832
833 void spawnfunc_vehicle_raptor()
834 {
835     if(!autocvar_g_vehicle_raptor)
836     {
837         remove(self);
838         return;
839     }        
840     
841     self.vehicle_flags |= VHF_DMGSHAKE;
842     self.vehicle_flags |= VHF_DMGROLL;
843    
844     if(autocvar_g_vehicle_raptor_shield)
845         self.vehicle_flags |= VHF_HASSHIELD;
846
847     if(autocvar_g_vehicle_raptor_shield_regen)
848         self.vehicle_flags |= VHF_SHIELDREGEN;
849
850     if(autocvar_g_vehicle_raptor_health_regen)
851         self.vehicle_flags |= VHF_HEALTHREGEN;
852
853     if(autocvar_g_vehicle_raptor_energy_regen)
854         self.vehicle_flags |= VHF_ENERGYREGEN;
855
856     precache_model ("models/vehicles/raptor.dpm");
857     precache_model ("models/vehicles/raptor_gun.dpm");
858     precache_model ("models/vehicles/spinner.dpm");
859     precache_model ("models/vehicles/raptor_cockpit.dpm");
860     //precache_model ("models/vehicles/clusterbomb.md3");
861     precache_model ("models/vehicles/clusterbomb_folded.md3");
862     precache_model ("models/vehicles/raptor_body.dpm");
863     
864     precache_sound ("vehicles/raptor_fly.wav");
865     precache_sound ("vehicles/raptor_speed.wav");
866     precache_sound ("vehicles/missile_alarm.wav");
867     
868     self.think = raptor_dinit;
869     
870     if(g_assault)
871         self.nextthink = time + 0.5;
872     else
873         self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
874 }
875 #endif // SVQC