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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         self.nextthink = time;
102         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
103         if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
104         {
105             UpdateCSQCProjectile(self);
106             return;
107         }
108     }
109
110     entity bomblet;
111     float i;
112
113     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
114     pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, self.velocity, 1);
115
116     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
117     {
118         bomblet = spawn();
119         setorigin(bomblet, self.origin);
120
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);
128         
129         PROJECTILE_MAKETRIGGER(bomblet);
130         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
131     }
132
133     remove(self);
134 }
135
136 void raptor_bomb_touch()
137 {
138     raptor_bomb_burst();
139 }
140
141 void raptor_bombdrop()
142 {
143     entity bomb_1, bomb_2;
144
145     //self.bomb1.alpha = 0;
146     //self.bomb2.alpha = 0;
147
148     bomb_1 = spawn();
149     bomb_2 = spawn();
150
151     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
152     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
153
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;
159
160     if(autocvar_g_vehicle_raptor_bomblet_alt)
161         bomb_1.nextthink = bomb_2.nextthink  = time;
162     else
163         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
164
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;
169
170     PROJECTILE_MAKETRIGGER(bomb_1);
171     PROJECTILE_MAKETRIGGER(bomb_2);
172
173     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
174     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175
176 }
177
178
179 void raptor_fire_cannon(entity gun, string tagname)
180 {
181     entity bolt;
182     vector b_org;    
183     b_org = gettaginfo(gun, gettagindex(gun, tagname));
184     bolt = vehicles_projectile("raptor_cannon_impact", "weapons/laserimpact.wav", "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_WAKIGUN, PROJECTILE_RAPTORCANNON, 0);
188 }
189
190 void raptor_think()
191 {
192 }
193
194 void raptor_enter()
195 {
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;
203
204 #ifdef RAPTOR_RETARDCAMERA
205     setorigin(self.vehicle_viewport, self.origin);
206 #endif
207 }
208
209 void raptor_land()
210 {
211     float hgt;
212
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;
217
218     if(hgt < 128)
219         if(self.frame != 0)
220             self.frame = max(self.frame - 0.25, 0);
221
222     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
223     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
224
225     if(hgt < 16)
226     {
227         self.movetype   = MOVETYPE_TOSS;
228         self.think      = raptor_think;
229     }
230
231     self.nextthink  = time;
232 }
233
234 void raptor_exit(float eject)
235 {
236     self.tur_head.exteriormodeltoclient = world;
237     
238     if(self.deadflag == DEAD_NO)
239     {
240         self.think      = raptor_land;
241         self.nextthink  = time;
242     }
243
244     if not (self.owner)
245         return;
246
247         makevectors(self.angles);
248         if(eject)
249         {
250             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
251             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
252         }
253         else
254         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
255
256     self.owner = world;
257 }
258
259 float raptor_takeoff()
260 {
261     entity player, raptor;
262
263     player = self;
264     raptor = self.vehicle;
265     self   = raptor;
266
267     // Takeoff sequense
268     if(raptor.frame < 25)
269     {
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;
275
276         setorigin(player, raptor.origin + '0 0 32');
277     }
278     else
279         player.PlayerPhysplug = raptor_frame;
280
281     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
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 // If we dont do this ever now and then, the raptors rotors
609 // stop working, presumably due to angle overflow. cute.
610 void raptor_rotor_anglefix()
611 {
612     self.gun1.angles_y = anglemods(self.gun1.angles_y);
613     self.gun2.angles_y = anglemods(self.gun2.angles_y);
614     self.nextthink = time + 15;
615 }
616
617 void raptor_dinit()
618 {
619     entity spinner;
620     vector ofs;
621
622     if not (vehicle_initialize(
623              "Raptor",
624              "models/vehicles/raptor.dpm",
625              "",
626              "models/vehicles/raptor_cockpit.dpm",
627              "", "tag_hud", "tag_camera",
628              HUD_RAPTOR,
629              RAPTOR_MIN, RAPTOR_MAX,
630              FALSE,
631              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
632              raptor_frame,
633              raptor_enter, raptor_exit,
634              raptor_die,   raptor_think))
635     {
636         remove(self);
637         return;
638     }
639
640     //FIXME: Camera is in a bad place in HUD model.
641     //setorigin(self.vehicle_viewport, '25 0 5');
642
643     self.frame = 0;
644
645     self.bomb1 = spawn();
646     self.bomb2 = spawn();
647     self.gun1  = spawn();
648     self.gun2  = spawn();
649             
650 #ifdef RAPTOR_RETARDCAMERA
651     setattachment(self.vehicle_viewport, world, "");
652 #endif
653
654     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
655     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
656     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
657     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
658     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
659
660     setattachment(self.bomb1, self,"bombmount_left");
661     setattachment(self.bomb2, self,"bombmount_right");
662     setattachment(self.tur_head, self,"root");
663
664
665     // FIXME Guns mounts to angled bones
666     self.bomb1.angles = self.angles;
667     self.angles = '0 0 0';
668     // This messes up gun-aim, so work arround it.
669     //setattachment(self.gun1, self, "gunmount_left");
670     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
671     ofs -= self.origin;
672     setattachment(self.gun1, self, "");
673     setorigin(self.gun1, ofs);
674
675     //setattachment(self.gun2, self, "gunmount_right");
676     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
677     ofs -= self.origin;
678     setattachment(self.gun2, self, "");
679     setorigin(self.gun2, ofs);
680
681     self.angles = self.bomb1.angles;
682     self.bomb1.angles = '0 0 0';
683
684     spinner = spawn();
685     spinner.owner = self;
686     setmodel(spinner,"models/vehicles/spinner.dpm");
687     setattachment(spinner, self, "engine_left");
688     spinner.movetype = MOVETYPE_NOCLIP;
689     spinner.avelocity = '0 90 0';
690     self.bomb1.gun1 = spinner;
691
692     spinner = spawn();
693     spinner.owner = self;
694     setmodel(spinner,"models/vehicles/spinner.dpm");
695     setattachment(spinner, self, "engine_right");
696     spinner.movetype = MOVETYPE_NOCLIP;
697     spinner.avelocity = '0 -90 0';
698     self.bomb1.gun2 = spinner;
699     
700     // Sigh.
701     self.bomb1.think = raptor_rotor_anglefix;
702     self.bomb1.nextthink = time;
703     
704     self.mass               = 1 ;
705 }
706
707 void spawnfunc_vehicle_raptor()
708 {
709     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
710
711     if(autocvar_g_vehicle_raptor_shield)
712         self.vehicle_flags |= VHF_HASSHIELD;
713
714     if(autocvar_g_vehicle_raptor_shield_regen)
715         self.vehicle_flags |= VHF_SHIELDREGEN;
716
717     if(autocvar_g_vehicle_raptor_health_regen)
718         self.vehicle_flags |= VHF_HEALTHREGEN;
719
720     if(autocvar_g_vehicle_raptor_energy_regen)
721         self.vehicle_flags |= VHF_ENERGYREGEN;
722
723     precache_model ("models/vehicles/raptor.dpm");
724     precache_model ("models/vehicles/raptor_gun.dpm");
725     precache_model ("models/vehicles/spinner.dpm");
726     precache_model ("models/vehicles/raptor_cockpit.dpm");
727     precache_model ("models/vehicles/clusterbomb.md3");
728     precache_model ("models/vehicles/clusterbomb_folded.md3");
729     precache_model ("models/vehicles/raptor_body.dpm");
730
731     self.think = raptor_dinit;
732     self.nextthink = time + 1;
733 }