]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/vehicles/raptor.qc
Merge remote branch 'origin/master' into tzork/vehicles-2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #ifdef SVQC
2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
4
5 float autocvar_g_vehicle_raptor_respawntime;
6
7 float autocvar_g_vehicle_raptor_movestyle;
8 float autocvar_g_vehicle_raptor_turnspeed;
9 float autocvar_g_vehicle_raptor_pitchspeed;
10 float autocvar_g_vehicle_raptor_pitchlimit;
11
12 float autocvar_g_vehicle_raptor_speed_forward;
13 float autocvar_g_vehicle_raptor_speed_strafe;
14 float autocvar_g_vehicle_raptor_speed_up;
15 float autocvar_g_vehicle_raptor_speed_down;
16 float autocvar_g_vehicle_raptor_friction;
17
18 float autocvar_g_vehicle_raptor_bomblets;
19 float autocvar_g_vehicle_raptor_bomblet_alt;
20 float autocvar_g_vehicle_raptor_bomblet_time;
21 float autocvar_g_vehicle_raptor_bomblet_damage;
22 float autocvar_g_vehicle_raptor_bomblet_spread;
23 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
24 float autocvar_g_vehicle_raptor_bomblet_radius;
25 float autocvar_g_vehicle_raptor_bomblet_force;
26 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
27 float autocvar_g_vehicle_raptor_bombs_refire;
28
29 float autocvar_g_vehicle_raptor_cannon_turnspeed;
30 float autocvar_g_vehicle_raptor_cannon_turnlimit;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
32 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
33
34 float autocvar_g_vehicle_raptor_cannon_locktarget;
35 float autocvar_g_vehicle_raptor_cannon_locking_time;
36 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
37 float autocvar_g_vehicle_raptor_cannon_locked_time;
38 float autocvar_g_vehicle_raptor_cannon_predicttarget;
39
40 float autocvar_g_vehicle_raptor_cannon_cost;
41 float autocvar_g_vehicle_raptor_cannon_damage;
42 float autocvar_g_vehicle_raptor_cannon_radius;
43 float autocvar_g_vehicle_raptor_cannon_refire;
44 float autocvar_g_vehicle_raptor_cannon_speed;
45 float autocvar_g_vehicle_raptor_cannon_spread;
46 float autocvar_g_vehicle_raptor_cannon_force;
47
48 float autocvar_g_vehicle_raptor_energy;
49 float autocvar_g_vehicle_raptor_energy_regen;
50 float autocvar_g_vehicle_raptor_energy_regen_pause;
51
52 float autocvar_g_vehicle_raptor_health;
53 float autocvar_g_vehicle_raptor_health_regen;
54 float autocvar_g_vehicle_raptor_health_regen_pause;
55
56 float autocvar_g_vehicle_raptor_shield;
57 float autocvar_g_vehicle_raptor_shield_regen;
58 float autocvar_g_vehicle_raptor_shield_regen_pause;
59
60 void raptor_spawn();
61 float raptor_frame();
62 float raptor_takeoff();
63
64 .entity bomb1;
65 .entity bomb2;
66
67 //#define RAPTOR_RETARDCAMERA
68
69 float raptor_altitude(float amax)
70 {
71         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
72     return vlen(self.origin - trace_endpos);
73 }
74
75
76 void raptor_bomblet_boom()
77 {
78     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
79                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
80                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
81                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
82     remove(self);
83 }
84
85 void raptor_bomblet_touch()
86 {
87     if(other == self.owner)
88         return;
89
90     PROJECTILE_TOUCH;
91     self.think = raptor_bomblet_boom;
92     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
93 }
94
95 void raptor_bomb_burst()
96 {
97     if(self.cnt > time)
98     if(autocvar_g_vehicle_raptor_bomblet_alt)
99     {
100         self.nextthink = time;
101         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
102         if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
103         {
104             UpdateCSQCProjectile(self);
105             return;
106         }
107     }
108
109     entity bomblet;
110     float i;
111
112     //sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
113     //pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, self.velocity, 1);
114
115     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
116
117     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118     {
119         bomblet = spawn();
120         setorigin(bomblet, self.origin);
121
122         bomblet.movetype    = MOVETYPE_TOSS;
123         bomblet.touch       = raptor_bomblet_touch;
124         bomblet.think       = raptor_bomblet_boom;
125         bomblet.nextthink   = time + 5;
126         bomblet.owner       = self.owner;
127         bomblet.realowner   = self.realowner;
128         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
129
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_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_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
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);
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     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
206     self.lip   = time;
207
208 #ifdef RAPTOR_RETARDCAMERA
209     setorigin(self.vehicle_viewport, self.origin);
210 #endif
211 }
212
213 void raptor_land()
214 {
215     float hgt;
216
217     hgt = raptor_altitude(512);
218     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
219     self.angles_x *= 0.95;
220     self.angles_z *= 0.95;
221
222     if(hgt < 128)
223         if(self.frame != 0)
224             self.frame = max(self.frame - 0.25, 0);
225
226     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
227     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
228
229     if(hgt < 16)
230     {
231         self.movetype   = MOVETYPE_TOSS;
232         self.think      = raptor_think;
233     }
234
235     self.nextthink  = time;
236 }
237
238 void raptor_exit(float eject)
239 {
240     self.tur_head.exteriormodeltoclient = world;
241
242     if(self.deadflag == DEAD_NO)
243     {
244         self.think      = raptor_land;
245         self.nextthink  = time;
246     }
247
248     if not (self.owner)
249         return;
250
251         makevectors(self.angles);
252         if(eject)
253         {
254             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
255             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
256         }
257         else
258         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
259
260     self.owner = world;
261 }
262
263 float raptor_takeoff()
264 {
265     entity player, raptor;
266
267     player = self;
268     raptor = self.vehicle;
269     self   = raptor;
270
271     // Takeoff sequense
272     if(raptor.frame < 25)
273     {
274         raptor.frame += 0.25;
275         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
276         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
277         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
278         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
279
280         setorigin(player, raptor.origin + '0 0 32');
281     }
282     else
283         player.PlayerPhysplug = raptor_frame;
284
285     if(self.vehicle_flags  & VHF_SHIELDREGEN)
286         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);
287
288     if(self.vehicle_flags  & VHF_HEALTHREGEN)
289         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);
290
291     if(self.vehicle_flags  & VHF_ENERGYREGEN)
292         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
293
294
295     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
296     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
297
298     VEHICLE_UPDATE_PLAYER(health, raptor);
299     VEHICLE_UPDATE_PLAYER(energy, raptor);
300     if(self.vehicle_flags & VHF_HASSHIELD)
301         VEHICLE_UPDATE_PLAYER(shield, raptor);
302
303     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
304     self = player;
305     return 1;
306 }
307
308 float raptor_frame()
309 {
310     entity player, raptor;
311     float ftmp, ftmp2;
312     vector df, ra;
313
314     player = self;
315     raptor = self.vehicle;
316     self   = raptor;
317
318     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
319     {
320         self = raptor;
321         vehicles_exit(VHEF_NORMAL);
322         self = player;
323         return 0;
324     }
325
326     if(raptor.deadflag != DEAD_NO)
327     {
328         self = player;
329         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
330         return 1;
331     }
332
333     crosshair_trace(player);
334
335 #if VEHICLES_VIEWROTATE_CROSSHAIR
336     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
337     if(df_x > 180)  df_x -= 360;
338     if(df_x < -180) df_x += 360;
339     if(df_y > 180)  df_y -= 360;
340     if(df_y < -180) df_y += 360;
341
342     // Rotate Body
343     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
344     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
345
346     // Turn
347     //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
348     raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
349
350     // Pitch Body
351     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
352     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
353
354     //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
355     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
356 #else
357     vector vang;
358     vang = raptor.angles;
359     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
360     vang_x *= -1;
361     df_x *= -1;
362     if(df_x > 180)  df_x -= 360;
363     if(df_x < -180) df_x += 360;
364     if(df_y > 180)  df_y -= 360;
365     if(df_y < -180) df_y += 360;
366
367     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
368     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
369     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
370
371     // Pitch
372     ftmp = 0;
373     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
374     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
375
376     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
377     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
378     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
379
380     raptor.angles_x = anglemods(raptor.angles_x);
381     raptor.angles_y = anglemods(raptor.angles_y);
382     raptor.angles_z = anglemods(raptor.angles_z);
383
384 #endif
385
386     if(autocvar_g_vehicle_raptor_movestyle == 1)
387         makevectors('0 1 0' * raptor.angles_y);
388     else
389         makevectors(player.v_angle);
390
391 #ifdef RAPTOR_RETARDCAMERA
392     float spd, back, up;
393     spd = vlen(self.velocity) + 0.01;
394     back = spd / autocvar_g_vehicle_raptor_speed_forward;
395     up = 1 - back;
396     back = back;
397     back = back * 1250;
398     back += 150;
399     up = up * 200;
400     up = up + 100;
401
402     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
403 #endif
404
405     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
406
407     if(player.movement_x != 0)
408     {
409         if(player.movement_x > 0)
410             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
411         else if(player.movement_x < 0)
412             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
413     }
414
415     if(player.movement_y != 0)
416     {
417         if(player.movement_y < 0)
418             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
419         else if(player.movement_y > 0)
420             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
421
422         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
423     }
424     else
425     {
426         raptor.angles_z *= 0.95;
427         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
428             raptor.angles_z = 0;
429     }
430
431     if(player.BUTTON_CROUCH)
432         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
433     else if (player.BUTTON_JUMP)
434         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
435
436     raptor.velocity  += df * frametime;
437     //player.velocity = player.movement  = raptor.velocity;
438     player.velocity = raptor.velocity;
439     //setorigin(player,raptor.origin + '0 0 32');
440
441     vector vf, ad;
442     // Target lock & predict
443     if(autocvar_g_vehicle_raptor_cannon_locktarget)
444     {
445
446         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
447                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
448                              autocvar_g_vehicle_raptor_cannon_locked_time);
449
450         if(self.lock_target != world)
451         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
452         if(self.lock_strength == 1)
453         {
454             float i, distance, impact_time;
455
456             vf = real_origin(raptor.lock_target);
457             ad = vf;
458             for(i = 0; i < 4; ++i)
459             {
460                 distance = vlen(ad - raptor.origin);
461                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
462                 ad = vf + raptor.lock_target.velocity * impact_time;
463             }
464             trace_endpos = ad;
465             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
466         }
467
468         if(self.lock_target)
469         {
470             if(raptor.lock_strength == 1)
471                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
472             else if(self.lock_strength > 0.5)
473                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
474             else if(self.lock_strength < 0.5)
475                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
476         }
477     }
478
479     ra = raptor.angles;
480     ra_z = 0;
481     // Aim the gunz
482     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
483     ftmp = -ftmp2;
484
485     // Gun1
486     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
487     //ad = df;
488     //vf = v_forward;
489     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
490     df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset
491     // Bind to aimspeed
492     df_x = bound(ftmp, df_x, ftmp2);
493     df_y = bound(ftmp, df_y, ftmp2);
494     // Bind to limts
495     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);
496     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
497
498     //df = vectoangles(normalize(trace_endpos - df));
499
500     //Gun 2
501     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
502     //ad += df;
503     //vf += v_forward;
504     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
505     df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset
506     // Bind to aimspeed
507     df_x = bound(ftmp, df_x, ftmp2);
508     df_y = bound(ftmp, df_y, ftmp2);
509     // Bind to limts
510     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);
511     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
512
513     /*
514     ad = ad * 0.5;
515     v_forward = vf * 0.5;
516     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
517     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
518     */
519
520     if(player.BUTTON_ATCK)
521     if(raptor.attack_finished_single <= time)
522     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
523     {
524         raptor.misc_bulletcounter += 1;
525         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
526         if(raptor.misc_bulletcounter <= 2)
527             raptor_fire_cannon(self.gun1, "fire1");
528         else if(raptor.misc_bulletcounter == 3)
529             raptor_fire_cannon(self.gun2, "fire1");
530         else
531         {
532             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
533             raptor_fire_cannon(self.gun2, "fire1");
534             raptor.misc_bulletcounter = 0;
535         }
536         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
537         self.cnt = time;
538     }
539
540     if(self.vehicle_flags  & VHF_SHIELDREGEN)
541         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);
542
543     if(self.vehicle_flags  & VHF_HEALTHREGEN)
544         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);
545
546     if(self.vehicle_flags  & VHF_ENERGYREGEN)
547         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
548
549
550     if(time > raptor.delay)
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     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
559     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
560
561     VEHICLE_UPDATE_PLAYER(health, raptor);
562     VEHICLE_UPDATE_PLAYER(energy, raptor);
563     if(self.vehicle_flags & VHF_HASSHIELD)
564         VEHICLE_UPDATE_PLAYER(shield, raptor);
565
566     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
567     return 1;
568 }
569
570 void raptor_blowup()
571 {
572     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
573     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
574
575     self.deadflag    = DEAD_DEAD;
576     self.vehicle_exit(VHEF_NORMAL);
577     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
578
579     self.alpha          = -1;
580     self.movetype       = MOVETYPE_NONE;
581     self.effects        = EF_NODRAW;
582     self.colormod       = '0 0 0';
583     self.avelocity      = '0 0 0';
584     self.velocity       = '0 0 0';
585
586     setorigin(self, self.pos1);
587     self.touch = SUB_Null;
588 }
589
590 void raptor_die()
591 {
592     self.health       = 0;
593     self.event_damage = SUB_Null;
594     self.iscreature   = FALSE;
595     self.solid        = SOLID_CORPSE;
596     self.takedamage   = DAMAGE_NO;
597     self.deadflag     = DEAD_DYING;
598     self.movetype     = MOVETYPE_BOUNCE;
599
600     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
601
602     self.velocity_z += 128;
603
604     if(random() < 0.5)
605         self.avelocity_z  = 45 + random() * 270;
606     else
607         self.avelocity_z  = -45 + random() * -270;
608
609     self.colormod = '-0.5 -0.5 -0.5';
610         self.touch     = raptor_blowup;
611 }
612
613 void raptor_spawn()
614 {
615     self.frame          = 0;
616     self.vehicle_health = autocvar_g_vehicle_raptor_health;
617     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
618     self.movetype       = MOVETYPE_TOSS;
619     self.solid          = SOLID_SLIDEBOX;
620     self.vehicle_energy = 1;
621
622     self.bomb1.gun1.avelocity_y = 90;
623     self.bomb1.gun2.avelocity_y = -90;
624
625     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
626     self.delay = time;
627 }
628
629 // If we dont do this ever now and then, the raptors rotors
630 // stop working, presumably due to angle overflow. cute.
631 void raptor_rotor_anglefix()
632 {
633     self.gun1.angles_y = anglemods(self.gun1.angles_y);
634     self.gun2.angles_y = anglemods(self.gun2.angles_y);
635     self.nextthink = time + 15;
636 }
637
638 void raptor_dinit()
639 {
640     entity spinner;
641     vector ofs;
642
643     if not (vehicle_initialize(
644              "Raptor",
645              "models/vehicles/raptor.dpm",
646              "",
647              "models/vehicles/raptor_cockpit.dpm",
648              "", "tag_hud", "tag_camera",
649              HUD_RAPTOR,
650              RAPTOR_MIN, RAPTOR_MAX,
651              FALSE,
652              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
653              raptor_frame,
654              raptor_enter, raptor_exit,
655              raptor_die,   raptor_think,
656              FALSE))
657     {
658         remove(self);
659         return;
660     }
661
662     //FIXME: Camera is in a bad place in HUD model.
663     //setorigin(self.vehicle_viewport, '25 0 5');
664
665     self.frame = 0;
666
667     self.bomb1 = spawn();
668     self.bomb2 = spawn();
669     self.gun1  = spawn();
670     self.gun2  = spawn();
671
672 #ifdef RAPTOR_RETARDCAMERA
673     setattachment(self.vehicle_viewport, world, "");
674 #endif
675
676     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
677     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
678     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
679     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
680     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
681
682     setattachment(self.bomb1, self,"bombmount_left");
683     setattachment(self.bomb2, self,"bombmount_right");
684     setattachment(self.tur_head, self,"root");
685
686
687     // FIXME Guns mounts to angled bones
688     self.bomb1.angles = self.angles;
689     self.angles = '0 0 0';
690     // This messes up gun-aim, so work arround it.
691     //setattachment(self.gun1, self, "gunmount_left");
692     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
693     ofs -= self.origin;
694     setattachment(self.gun1, self, "");
695     setorigin(self.gun1, ofs);
696
697     //setattachment(self.gun2, self, "gunmount_right");
698     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
699     ofs -= self.origin;
700     setattachment(self.gun2, self, "");
701     setorigin(self.gun2, ofs);
702
703     self.angles = self.bomb1.angles;
704     self.bomb1.angles = '0 0 0';
705
706     spinner = spawn();
707     spinner.owner = self;
708     setmodel(spinner,"models/vehicles/spinner.dpm");
709     setattachment(spinner, self, "engine_left");
710     spinner.movetype = MOVETYPE_NOCLIP;
711     spinner.avelocity = '0 90 0';
712     self.bomb1.gun1 = spinner;
713
714     spinner = spawn();
715     spinner.owner = self;
716     setmodel(spinner,"models/vehicles/spinner.dpm");
717     setattachment(spinner, self, "engine_right");
718     spinner.movetype = MOVETYPE_NOCLIP;
719     spinner.avelocity = '0 -90 0';
720     self.bomb1.gun2 = spinner;
721
722     // Sigh.
723     self.bomb1.think = raptor_rotor_anglefix;
724     self.bomb1.nextthink = time;
725
726     self.mass               = 1 ;
727 }
728
729 void spawnfunc_vehicle_raptor()
730 {
731     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
732
733     if(autocvar_g_vehicle_raptor_shield)
734         self.vehicle_flags |= VHF_HASSHIELD;
735
736     if(autocvar_g_vehicle_raptor_shield_regen)
737         self.vehicle_flags |= VHF_SHIELDREGEN;
738
739     if(autocvar_g_vehicle_raptor_health_regen)
740         self.vehicle_flags |= VHF_HEALTHREGEN;
741
742     if(autocvar_g_vehicle_raptor_energy_regen)
743         self.vehicle_flags |= VHF_ENERGYREGEN;
744
745     precache_model ("models/vehicles/raptor.dpm");
746     precache_model ("models/vehicles/raptor_gun.dpm");
747     precache_model ("models/vehicles/spinner.dpm");
748     precache_model ("models/vehicles/raptor_cockpit.dpm");
749     precache_model ("models/vehicles/clusterbomb.md3");
750     precache_model ("models/vehicles/clusterbomb_folded.md3");
751     precache_model ("models/vehicles/raptor_body.dpm");
752
753     self.think = raptor_dinit;
754     self.nextthink = time + 1;
755 }
756 #endif // SVQC
757
758 #ifdef CSQC
759 void raptor_draw()
760 {
761
762 }
763
764 void raptor_draw2d()
765 {
766
767 }
768
769 void raptor_read_extra()
770 {
771
772 }
773
774 void vehicle_raptor_assemble()
775 {
776
777 }
778 #endif //CSQC