2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
4 //#define RAPTOR_ENGINE "sound/vehicles/raptor.wav"
5 float autocvar_g_vehicle_raptor_respawntime;
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;
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;
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;
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;
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;
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;
48 float autocvar_g_vehicle_raptor_energy;
49 float autocvar_g_vehicle_raptor_energy_regen;
50 float autocvar_g_vehicle_raptor_energy_regen_pause;
52 float autocvar_g_vehicle_raptor_health;
53 float autocvar_g_vehicle_raptor_health_regen;
54 float autocvar_g_vehicle_raptor_health_regen_pause;
56 float autocvar_g_vehicle_raptor_shield;
57 float autocvar_g_vehicle_raptor_shield_regen;
58 float autocvar_g_vehicle_raptor_shield_regen_pause;
62 float raptor_takeoff();
67 float raptor_altitude(float amax)
69 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70 return vlen(self.origin - trace_endpos);
74 void raptor_bomblet_boom()
76 RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
77 autocvar_g_vehicle_raptor_bomblet_edgedamage,
78 autocvar_g_vehicle_raptor_bomblet_radius, world,
79 autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
83 void raptor_bomblet_touch()
85 if(other == self.owner)
89 self.think = raptor_bomblet_boom;
90 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
93 void raptor_bomb_burst()
96 if(autocvar_g_vehicle_raptor_bomblet_alt)
98 self.nextthink = time;
99 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
100 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
102 UpdateCSQCProjectile(self);
110 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
112 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
115 setorigin(bomblet, self.origin);
117 bomblet.movetype = MOVETYPE_TOSS;
118 bomblet.touch = raptor_bomblet_touch;
119 bomblet.think = raptor_bomblet_boom;
120 bomblet.nextthink = time + 5;
121 bomblet.owner = self.owner;
122 bomblet.realowner = self.realowner;
123 bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
125 PROJECTILE_MAKETRIGGER(bomblet);
126 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
132 void raptor_bomb_touch()
137 void raptor_bombdrop()
139 entity bomb_1, bomb_2;
144 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
147 bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
148 bomb_1.velocity = bomb_2.velocity = self.velocity;
149 bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
150 bomb_1.think = bomb_2.think = raptor_bomb_burst;
151 bomb_1.cnt = bomb_2.cnt = time + 10;
153 if(autocvar_g_vehicle_raptor_bomblet_alt)
154 bomb_1.nextthink = bomb_2.nextthink = time;
156 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
158 bomb_1.owner = bomb_2.owner = self;
159 bomb_1.realowner = bomb_2.realowner = self.owner;
160 bomb_1.solid = bomb_2.solid = SOLID_BBOX;
161 bomb_1.gravity = bomb_2.gravity = 1;
163 PROJECTILE_MAKETRIGGER(bomb_1);
164 PROJECTILE_MAKETRIGGER(bomb_2);
166 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
172 void raptor_fire_cannon(entity gun, string tagname)
176 b_org = gettaginfo(gun, gettagindex(gun, tagname));
177 bolt = vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
178 b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
179 autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
180 DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
189 self.owner.PlayerPhysplug = raptor_takeoff;
190 self.movetype = MOVETYPE_BOUNCEMISSILE;
191 self.solid = SOLID_SLIDEBOX;
192 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
193 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
194 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
195 self.tur_head.exteriormodeltoclient = self.owner;
197 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
206 hgt = raptor_altitude(512);
207 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
208 self.angles_x *= 0.95;
209 self.angles_z *= 0.95;
213 self.frame = max(self.frame - 0.25, 0);
215 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
216 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
220 self.movetype = MOVETYPE_TOSS;
221 self.think = raptor_think;
224 self.nextthink = time;
227 void raptor_exit(float eject)
230 self.tur_head.exteriormodeltoclient = world;
232 if(self.deadflag == DEAD_NO)
234 self.think = raptor_land;
235 self.nextthink = time;
241 makevectors(self.angles);
244 spot = self.origin + v_forward * 100 + '0 0 64';
245 spot = vehicles_findgoodexit(spot);
246 setorigin(self.owner , spot);
247 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
251 spot = self.origin - v_forward * 200 + '0 0 64';
252 spot = vehicles_findgoodexit(spot);
253 setorigin(self.owner , spot);
259 float raptor_takeoff()
261 entity player, raptor;
264 raptor = self.vehicle;
267 if(self.sound_nexttime < time)
269 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
270 sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
274 if(raptor.frame < 25)
276 raptor.frame += 0.25;
277 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
278 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
279 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
280 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
282 setorigin(player, raptor.origin + '0 0 32');
285 player.PlayerPhysplug = raptor_frame;
287 if(self.vehicle_flags & VHF_SHIELDREGEN)
288 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);
290 if(self.vehicle_flags & VHF_HEALTHREGEN)
291 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);
293 if(self.vehicle_flags & VHF_ENERGYREGEN)
294 vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
297 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
298 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
300 VEHICLE_UPDATE_PLAYER(health, raptor);
301 VEHICLE_UPDATE_PLAYER(energy, raptor);
302 if(self.vehicle_flags & VHF_HASSHIELD)
303 VEHICLE_UPDATE_PLAYER(shield, raptor);
305 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
312 entity player, raptor;
317 raptor = self.vehicle;
321 ftmp = vlen(self.velocity);
322 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
325 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
328 if(self.sound_nexttime < time)
330 self.sound_nexttime = time + 7.955812;
331 //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
332 sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
336 else if(fabs(ftmp - self.wait) > 0.2)
338 sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp, ATTN_NORM );
339 sound (self, CHAN_TRIGGER, "", ftmp, ATTN_NORM);
344 if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
347 vehicles_exit(VHEF_NORMAL);
352 if(raptor.deadflag != DEAD_NO)
355 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
358 crosshair_trace(player);
362 vang = raptor.angles;
363 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
366 if(df_x > 180) df_x -= 360;
367 if(df_x < -180) df_x += 360;
368 if(df_y > 180) df_y -= 360;
369 if(df_y < -180) df_y += 360;
371 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
372 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
373 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
377 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
378 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
380 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
381 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
382 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
384 raptor.angles_x = anglemods(raptor.angles_x);
385 raptor.angles_y = anglemods(raptor.angles_y);
386 raptor.angles_z = anglemods(raptor.angles_z);
389 if(autocvar_g_vehicle_raptor_movestyle == 1)
390 makevectors('0 1 0' * raptor.angles_y);
392 makevectors(player.v_angle);
394 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
396 if(player.movement_x != 0)
398 if(player.movement_x > 0)
399 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
400 else if(player.movement_x < 0)
401 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
404 if(player.movement_y != 0)
406 if(player.movement_y < 0)
407 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
408 else if(player.movement_y > 0)
409 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
411 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
415 raptor.angles_z *= 0.95;
416 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
420 if(player.BUTTON_CROUCH)
421 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
422 else if (player.BUTTON_JUMP)
423 df += v_up * autocvar_g_vehicle_raptor_speed_up;
425 raptor.velocity += df * frametime;
426 //player.velocity = raptor.velocity;
427 player.velocity = player.movement = raptor.velocity;
428 setorigin(player, raptor.origin + '0 0 32');
431 // Target lock & predict
432 if(autocvar_g_vehicle_raptor_cannon_locktarget)
435 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
436 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
437 autocvar_g_vehicle_raptor_cannon_locked_time);
439 if(self.lock_target != world)
440 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
441 if(self.lock_strength == 1)
443 float i, distance, impact_time;
445 vf = real_origin(raptor.lock_target);
447 for(i = 0; i < 4; ++i)
449 distance = vlen(ad - raptor.origin);
450 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
451 ad = vf + raptor.lock_target.velocity * impact_time;
454 //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
459 if(raptor.lock_strength == 1)
460 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
461 else if(self.lock_strength > 0.5)
462 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
463 else if(self.lock_strength < 0.5)
464 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
471 ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
475 df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
478 //if(self.lock_strength == 1)
480 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
481 df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles); // Find aim offset
487 df_x = bound(ftmp, df_x, ftmp2);
488 df_y = bound(ftmp, df_y, ftmp2);
490 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);
491 raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
494 df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
497 //if(self.lock_strength == 1)
499 df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
500 df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles); // Find aim offset
506 df_x = bound(ftmp, df_x, ftmp2);
507 df_y = bound(ftmp, df_y, ftmp2);
509 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);
510 raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
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);
519 if(player.BUTTON_ATCK)
520 if(raptor.attack_finished_single <= time)
521 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
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");
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;
535 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
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);
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);
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);
549 if(time > raptor.delay)
550 if(player.BUTTON_ATCK2)
553 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
557 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
558 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
560 VEHICLE_UPDATE_PLAYER(health, raptor);
561 VEHICLE_UPDATE_PLAYER(energy, raptor);
562 if(self.vehicle_flags & VHF_HASSHIELD)
563 VEHICLE_UPDATE_PLAYER(shield, raptor);
565 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
571 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
572 pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
574 self.deadflag = DEAD_DEAD;
575 self.vehicle_exit(VHEF_NORMAL);
576 RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
579 self.movetype = MOVETYPE_NONE;
580 self.effects = EF_NODRAW;
581 self.colormod = '0 0 0';
582 self.avelocity = '0 0 0';
583 self.velocity = '0 0 0';
585 setorigin(self, self.pos1);
586 self.touch = SUB_Null;
590 void raptor_diethink()
592 //self.avelocity += '0 0.5 1' * (random() * 5);
593 //self.avelocity -= '0 0.5 1' * (random() * 5);
597 sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
598 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
600 self.nextthink = time + 0.1;
606 self.event_damage = SUB_Null;
607 self.iscreature = FALSE;
608 self.solid = SOLID_CORPSE;
609 self.takedamage = DAMAGE_NO;
610 self.deadflag = DEAD_DYING;
611 self.movetype = MOVETYPE_BOUNCE;
612 self.think = raptor_diethink;
613 self.nextthink = time;
615 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
617 self.velocity_z += 600;
619 self.avelocity = '0 0.5 1' * (random() * 400);
620 self.avelocity -= '0 0.5 1' * (random() * 400);
622 self.colormod = '-0.5 -0.5 -0.5';
623 self.touch = raptor_blowup;
629 self.vehicle_health = autocvar_g_vehicle_raptor_health;
630 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
631 self.movetype = MOVETYPE_TOSS;
632 self.solid = SOLID_SLIDEBOX;
633 self.vehicle_energy = 1;
635 self.bomb1.gun1.avelocity_y = 90;
636 self.bomb1.gun2.avelocity_y = -90;
638 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
642 // If we dont do this ever now and then, the raptors rotors
643 // stop working, presumably due to angle overflow. cute.
644 void raptor_rotor_anglefix()
646 self.gun1.angles_y = anglemods(self.gun1.angles_y);
647 self.gun2.angles_y = anglemods(self.gun2.angles_y);
648 self.nextthink = time + 15;
656 if not (vehicle_initialize(
658 "models/vehicles/raptor.dpm",
660 "models/vehicles/raptor_cockpit.dpm",
661 "", "tag_hud", "tag_camera",
663 RAPTOR_MIN, RAPTOR_MAX,
665 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
667 raptor_enter, raptor_exit,
668 raptor_die, raptor_think,
675 //FIXME: Camera is in a bad place in HUD model.
676 //setorigin(self.vehicle_viewport, '25 0 5');
680 self.bomb1 = spawn();
681 self.bomb2 = spawn();
685 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
686 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
687 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
688 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
689 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
691 setattachment(self.bomb1, self,"bombmount_left");
692 setattachment(self.bomb2, self,"bombmount_right");
693 setattachment(self.tur_head, self,"root");
696 // FIXME Guns mounts to angled bones
697 self.bomb1.angles = self.angles;
698 self.angles = '0 0 0';
699 // This messes up gun-aim, so work arround it.
700 //setattachment(self.gun1, self, "gunmount_left");
701 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
703 setattachment(self.gun1, self, "");
704 setorigin(self.gun1, ofs);
706 //setattachment(self.gun2, self, "gunmount_right");
707 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
709 setattachment(self.gun2, self, "");
710 setorigin(self.gun2, ofs);
712 self.angles = self.bomb1.angles;
713 self.bomb1.angles = '0 0 0';
716 spinner.owner = self;
717 setmodel(spinner,"models/vehicles/spinner.dpm");
718 setattachment(spinner, self, "engine_left");
719 spinner.movetype = MOVETYPE_NOCLIP;
720 spinner.avelocity = '0 90 0';
721 self.bomb1.gun1 = spinner;
724 spinner.owner = self;
725 setmodel(spinner,"models/vehicles/spinner.dpm");
726 setattachment(spinner, self, "engine_right");
727 spinner.movetype = MOVETYPE_NOCLIP;
728 spinner.avelocity = '0 -90 0';
729 self.bomb1.gun2 = spinner;
732 self.bomb1.think = raptor_rotor_anglefix;
733 self.bomb1.nextthink = time;
738 void spawnfunc_vehicle_raptor()
740 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
742 if(autocvar_g_vehicle_raptor_shield)
743 self.vehicle_flags |= VHF_HASSHIELD;
745 if(autocvar_g_vehicle_raptor_shield_regen)
746 self.vehicle_flags |= VHF_SHIELDREGEN;
748 if(autocvar_g_vehicle_raptor_health_regen)
749 self.vehicle_flags |= VHF_HEALTHREGEN;
751 if(autocvar_g_vehicle_raptor_energy_regen)
752 self.vehicle_flags |= VHF_ENERGYREGEN;
754 precache_model ("models/vehicles/raptor.dpm");
755 precache_model ("models/vehicles/raptor_gun.dpm");
756 precache_model ("models/vehicles/spinner.dpm");
757 precache_model ("models/vehicles/raptor_cockpit.dpm");
758 precache_model ("models/vehicles/clusterbomb.md3");
759 precache_model ("models/vehicles/clusterbomb_folded.md3");
760 precache_model ("models/vehicles/raptor_body.dpm");
762 precache_sound ("vehicles/raptor_fly.wav");
763 precache_sound ("vehicles/raptor_speed.wav");
766 self.think = raptor_dinit;
767 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);