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Fix exit from vehicle warping you back to spot you enterd it
[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 //#define RAPTOR_ENGINE "sound/vehicles/raptor.wav"
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     vector spot;
241     self.tur_head.exteriormodeltoclient = world;
242
243     if(self.deadflag == DEAD_NO)
244     {
245         self.think      = raptor_land;
246         self.nextthink  = time;
247     }
248
249     if not (self.owner)
250         return;
251
252         makevectors(self.angles);
253         if(eject)
254         {
255             spot = self.origin + v_forward * 100 + '0 0 64';
256             spot = vehicles_findgoodexit(spot);
257             setorigin(self.owner , spot);
258             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
259         }
260         else
261         {
262             spot = self.origin - v_forward * 200 + '0 0 64';
263             spot = vehicles_findgoodexit(spot);
264             setorigin(self.owner , spot);
265         }
266         
267     self.owner = world;
268 }
269
270 float raptor_takeoff()
271 {
272     entity player, raptor;
273     
274     player = self;
275     raptor = self.vehicle;
276     self   = raptor;
277     
278     if(self.sound_nexttime < time)
279     {        
280         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
281         sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", VOL_BASE, ATTN_NORM);
282     }   
283
284     // Takeoff sequense
285     if(raptor.frame < 25)
286     {
287         raptor.frame += 0.25;
288         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
289         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
290         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
291         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
292
293         setorigin(player, raptor.origin + '0 0 32');
294     }
295     else
296         player.PlayerPhysplug = raptor_frame;
297
298     if(self.vehicle_flags  & VHF_SHIELDREGEN)
299         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);
300
301     if(self.vehicle_flags  & VHF_HEALTHREGEN)
302         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);
303
304     if(self.vehicle_flags  & VHF_ENERGYREGEN)
305         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
306
307
308     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
309     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
310
311     VEHICLE_UPDATE_PLAYER(health, raptor);
312     VEHICLE_UPDATE_PLAYER(energy, raptor);
313     if(self.vehicle_flags & VHF_HASSHIELD)
314         VEHICLE_UPDATE_PLAYER(shield, raptor);
315
316     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
317     self = player;
318     return 1;
319 }
320
321 float raptor_frame()
322 {
323     entity player, raptor;
324     float ftmp, ftmp2;
325     vector df, ra;
326
327     player = self;
328     raptor = self.vehicle;
329     self   = raptor;
330     
331     ftmp = vlen(self.velocity);
332     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
333         ftmp = 1;
334     else  
335         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
336     
337     if(fabs(ftmp - self.wait) > 0.2 || self.sound_nexttime < time)
338     {        
339         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
340         sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
341         sound (self, CHAN_PLAYER, "vehicles/raptor_speed.wav", ftmp, ATTN_NORM);
342         self.wait = ftmp;
343     }    
344     
345     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
346     {
347         self = raptor;
348         vehicles_exit(VHEF_NORMAL);
349         self = player;
350         return 0;
351     }
352
353     if(raptor.deadflag != DEAD_NO)
354     {
355         self = player;
356         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
357         return 1;
358     }
359     crosshair_trace(player);
360
361 #if VEHICLES_VIEWROTATE_CROSSHAIR
362     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
363     if(df_x > 180)  df_x -= 360;
364     if(df_x < -180) df_x += 360;--
365     if(df_y > 180)  df_y -= 360;
366     if(df_y < -180) df_y += 360;
367
368     // Rotate Body
369     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
370     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
371
372     // Turn
373     //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
374     raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
375
376     // Pitch Body
377     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
378     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
379
380     //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
381     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
382 #else
383     vector vang;
384     vang = raptor.angles;
385     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
386     vang_x *= -1;
387     df_x *= -1;
388     if(df_x > 180)  df_x -= 360;
389     if(df_x < -180) df_x += 360;
390     if(df_y > 180)  df_y -= 360;
391     if(df_y < -180) df_y += 360;
392
393     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
394     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
395     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
396
397     // Pitch
398     ftmp = 0;
399     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
400     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
401
402     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
403     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
404     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
405
406     raptor.angles_x = anglemods(raptor.angles_x);
407     raptor.angles_y = anglemods(raptor.angles_y);
408     raptor.angles_z = anglemods(raptor.angles_z);
409
410 #endif
411
412     if(autocvar_g_vehicle_raptor_movestyle == 1)
413         makevectors('0 1 0' * raptor.angles_y);
414     else
415         makevectors(player.v_angle);
416
417 #ifdef RAPTOR_RETARDCAMERA
418     float spd, back, up;
419     spd = vlen(self.velocity) + 0.01;
420     back = spd / autocvar_g_vehicle_raptor_speed_forward;
421     up = 1 - back;
422     back = back;
423     back = back * 1250;
424     back += 150;
425     up = up * 200;
426     up = up + 100;
427
428     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
429 #endif
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     player.velocity = raptor.velocity;
465     //setorigin(player,raptor.origin + '0 0 32');
466
467     vector vf, ad;
468     // Target lock & predict
469     if(autocvar_g_vehicle_raptor_cannon_locktarget)
470     {
471
472         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
473                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
474                              autocvar_g_vehicle_raptor_cannon_locked_time);
475
476         if(self.lock_target != world)
477         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
478         if(self.lock_strength == 1)
479         {
480             float i, distance, impact_time;
481
482             vf = real_origin(raptor.lock_target);
483             ad = vf;
484             for(i = 0; i < 4; ++i)
485             {
486                 distance = vlen(ad - raptor.origin);
487                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
488                 ad = vf + raptor.lock_target.velocity * impact_time;
489             }
490             trace_endpos = ad;
491             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
492         }
493
494         if(self.lock_target)
495         {
496             if(raptor.lock_strength == 1)
497                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
498             else if(self.lock_strength > 0.5)
499                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
500             else if(self.lock_strength < 0.5)
501                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
502         }
503     }
504
505     ra = raptor.angles;
506     ra_z = 0;
507     // Aim the gunz
508     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
509     ftmp = -ftmp2;
510
511     // Gun1
512     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
513     //ad = df;
514     //vf = v_forward;
515     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
516     df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset
517     // Bind to aimspeed
518     df_x = bound(ftmp, df_x, ftmp2);
519     df_y = bound(ftmp, df_y, ftmp2);
520     // Bind to limts
521     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);
522     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
523
524     //df = vectoangles(normalize(trace_endpos - df));
525
526     //Gun 2
527     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
528     //ad += df;
529     //vf += v_forward;
530     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
531     df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset
532     // Bind to aimspeed
533     df_x = bound(ftmp, df_x, ftmp2);
534     df_y = bound(ftmp, df_y, ftmp2);
535     // Bind to limts
536     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);
537     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
538
539     /*
540     ad = ad * 0.5;
541     v_forward = vf * 0.5;
542     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
543     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
544     */
545
546     if(player.BUTTON_ATCK)
547     if(raptor.attack_finished_single <= time)
548     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
549     {
550         raptor.misc_bulletcounter += 1;
551         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
552         if(raptor.misc_bulletcounter <= 2)
553             raptor_fire_cannon(self.gun1, "fire1");
554         else if(raptor.misc_bulletcounter == 3)
555             raptor_fire_cannon(self.gun2, "fire1");
556         else
557         {
558             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
559             raptor_fire_cannon(self.gun2, "fire1");
560             raptor.misc_bulletcounter = 0;
561         }
562         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
563         self.cnt = time;
564     }
565
566     if(self.vehicle_flags  & VHF_SHIELDREGEN)
567         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);
568
569     if(self.vehicle_flags  & VHF_HEALTHREGEN)
570         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);
571
572     if(self.vehicle_flags  & VHF_ENERGYREGEN)
573         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
574
575
576     if(time > raptor.delay)
577     if(player.BUTTON_ATCK2)
578     {
579         raptor_bombdrop();
580         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
581         raptor.lip   = time;
582     }
583
584     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
585     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
586
587     VEHICLE_UPDATE_PLAYER(health, raptor);
588     VEHICLE_UPDATE_PLAYER(energy, raptor);
589     if(self.vehicle_flags & VHF_HASSHIELD)
590         VEHICLE_UPDATE_PLAYER(shield, raptor);
591
592     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
593     return 1;
594 }
595
596 void raptor_blowup()
597 {
598     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
599     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
600
601     self.deadflag    = DEAD_DEAD;
602     self.vehicle_exit(VHEF_NORMAL);
603     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
604
605     self.alpha          = -1;
606     self.movetype       = MOVETYPE_NONE;
607     self.effects        = EF_NODRAW;
608     self.colormod       = '0 0 0';
609     self.avelocity      = '0 0 0';
610     self.velocity       = '0 0 0';
611
612     setorigin(self, self.pos1);
613     self.touch = SUB_Null;
614 }
615
616 void raptor_die()
617 {
618     self.health       = 0;
619     self.event_damage = SUB_Null;
620     self.iscreature   = FALSE;
621     self.solid        = SOLID_CORPSE;
622     self.takedamage   = DAMAGE_NO;
623     self.deadflag     = DEAD_DYING;
624     self.movetype     = MOVETYPE_BOUNCE;
625
626     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
627
628     self.velocity_z += 128;
629
630     if(random() < 0.5)
631         self.avelocity_z  = 45 + random() * 270;
632     else
633         self.avelocity_z  = -45 + random() * -270;
634
635     self.colormod = '-0.5 -0.5 -0.5';
636         self.touch     = raptor_blowup;
637 }
638
639 void raptor_spawn()
640 {
641     self.frame          = 0;
642     self.vehicle_health = autocvar_g_vehicle_raptor_health;
643     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
644     self.movetype       = MOVETYPE_TOSS;
645     self.solid          = SOLID_SLIDEBOX;
646     self.vehicle_energy = 1;
647
648     self.bomb1.gun1.avelocity_y = 90;
649     self.bomb1.gun2.avelocity_y = -90;
650
651     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
652     self.delay = time;
653 }
654
655 // If we dont do this ever now and then, the raptors rotors
656 // stop working, presumably due to angle overflow. cute.
657 void raptor_rotor_anglefix()
658 {
659     self.gun1.angles_y = anglemods(self.gun1.angles_y);
660     self.gun2.angles_y = anglemods(self.gun2.angles_y);
661     self.nextthink = time + 15;
662 }
663
664 void raptor_dinit()
665 {
666     entity spinner;
667     vector ofs;
668
669     if not (vehicle_initialize(
670              "Raptor",
671              "models/vehicles/raptor.dpm",
672              "",
673              "models/vehicles/raptor_cockpit.dpm",
674              "", "tag_hud", "tag_camera",
675              HUD_RAPTOR,
676              RAPTOR_MIN, RAPTOR_MAX,
677              FALSE,
678              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
679              raptor_frame,
680              raptor_enter, raptor_exit,
681              raptor_die,   raptor_think,
682              FALSE))
683     {
684         remove(self);
685         return;
686     }
687
688     //FIXME: Camera is in a bad place in HUD model.
689     //setorigin(self.vehicle_viewport, '25 0 5');
690
691     self.frame = 0;
692
693     self.bomb1 = spawn();
694     self.bomb2 = spawn();
695     self.gun1  = spawn();
696     self.gun2  = spawn();
697
698 #ifdef RAPTOR_RETARDCAMERA
699     setattachment(self.vehicle_viewport, world, "");
700 #endif
701
702     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
703     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
704     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
705     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
706     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
707
708     setattachment(self.bomb1, self,"bombmount_left");
709     setattachment(self.bomb2, self,"bombmount_right");
710     setattachment(self.tur_head, self,"root");
711
712
713     // FIXME Guns mounts to angled bones
714     self.bomb1.angles = self.angles;
715     self.angles = '0 0 0';
716     // This messes up gun-aim, so work arround it.
717     //setattachment(self.gun1, self, "gunmount_left");
718     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
719     ofs -= self.origin;
720     setattachment(self.gun1, self, "");
721     setorigin(self.gun1, ofs);
722
723     //setattachment(self.gun2, self, "gunmount_right");
724     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
725     ofs -= self.origin;
726     setattachment(self.gun2, self, "");
727     setorigin(self.gun2, ofs);
728
729     self.angles = self.bomb1.angles;
730     self.bomb1.angles = '0 0 0';
731
732     spinner = spawn();
733     spinner.owner = self;
734     setmodel(spinner,"models/vehicles/spinner.dpm");
735     setattachment(spinner, self, "engine_left");
736     spinner.movetype = MOVETYPE_NOCLIP;
737     spinner.avelocity = '0 90 0';
738     self.bomb1.gun1 = spinner;
739
740     spinner = spawn();
741     spinner.owner = self;
742     setmodel(spinner,"models/vehicles/spinner.dpm");
743     setattachment(spinner, self, "engine_right");
744     spinner.movetype = MOVETYPE_NOCLIP;
745     spinner.avelocity = '0 -90 0';
746     self.bomb1.gun2 = spinner;
747
748     // Sigh.
749     self.bomb1.think = raptor_rotor_anglefix;
750     self.bomb1.nextthink = time;
751
752     self.mass               = 1 ;
753 }
754
755 void spawnfunc_vehicle_raptor()
756 {
757     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
758     
759     
760
761     if(autocvar_g_vehicle_raptor_shield)
762         self.vehicle_flags |= VHF_HASSHIELD;
763
764     if(autocvar_g_vehicle_raptor_shield_regen)
765         self.vehicle_flags |= VHF_SHIELDREGEN;
766
767     if(autocvar_g_vehicle_raptor_health_regen)
768         self.vehicle_flags |= VHF_HEALTHREGEN;
769
770     if(autocvar_g_vehicle_raptor_energy_regen)
771         self.vehicle_flags |= VHF_ENERGYREGEN;
772
773     precache_model ("models/vehicles/raptor.dpm");
774     precache_model ("models/vehicles/raptor_gun.dpm");
775     precache_model ("models/vehicles/spinner.dpm");
776     precache_model ("models/vehicles/raptor_cockpit.dpm");
777     precache_model ("models/vehicles/clusterbomb.md3");
778     precache_model ("models/vehicles/clusterbomb_folded.md3");
779     precache_model ("models/vehicles/raptor_body.dpm");
780     precache_sound ("vehicles/raptor_fly.wav");
781     precache_sound ("vehicles/raptor_speed.wav");
782     
783     self.think = raptor_dinit;
784     self.nextthink = time + 1;
785 }
786 #endif // SVQC
787
788 #ifdef CSQC
789 void raptor_draw()
790 {
791
792 }
793
794 void raptor_draw2d()
795 {
796
797 }
798
799 void raptor_read_extra()
800 {
801
802 }
803
804 void vehicle_raptor_assemble()
805 {
806
807 }
808 #endif //CSQC