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[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     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     if(self.sound_nexttime < time)
272     {        
273         self.sound_nexttime = time + soundlength("vehicles/raptor_fly.wav");
274         sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", VOL_BASE, ATTN_NORM);
275     }   
276
277     // Takeoff sequense
278     if(raptor.frame < 25)
279     {
280         raptor.frame += 0.25;
281         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
282         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
283         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
284         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
285
286         setorigin(player, raptor.origin + '0 0 32');
287     }
288     else
289         player.PlayerPhysplug = raptor_frame;
290
291     if(self.vehicle_flags  & VHF_SHIELDREGEN)
292         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);
293
294     if(self.vehicle_flags  & VHF_HEALTHREGEN)
295         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);
296
297     if(self.vehicle_flags  & VHF_ENERGYREGEN)
298         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
299
300
301     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
302     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
303
304     VEHICLE_UPDATE_PLAYER(health, raptor);
305     VEHICLE_UPDATE_PLAYER(energy, raptor);
306     if(self.vehicle_flags & VHF_HASSHIELD)
307         VEHICLE_UPDATE_PLAYER(shield, raptor);
308
309     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
310     self = player;
311     return 1;
312 }
313
314 float raptor_frame()
315 {
316     entity player, raptor;
317     float ftmp, ftmp2;
318     vector df, ra;
319
320     player = self;
321     raptor = self.vehicle;
322     self   = raptor;
323     
324     ftmp = vlen(self.velocity);
325     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
326         ftmp = 1;
327     else  
328         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
329     
330     if(fabs(ftmp - self.wait) > 0.2 || self.sound_nexttime < time)
331     {        
332         self.sound_nexttime = time + soundlength("vehicles/raptor_fly.wav");
333         sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
334         sound (self, CHAN_PLAYER, "vehicles/raptor_speed.wav", ftmp, ATTN_NORM);
335         self.wait = ftmp;
336     }    
337     
338     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
339     {
340         self = raptor;
341         vehicles_exit(VHEF_NORMAL);
342         self = player;
343         return 0;
344     }
345
346     if(raptor.deadflag != DEAD_NO)
347     {
348         self = player;
349         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
350         return 1;
351     }
352     crosshair_trace(player);
353
354 #if VEHICLES_VIEWROTATE_CROSSHAIR
355     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
356     if(df_x > 180)  df_x -= 360;
357     if(df_x < -180) df_x += 360;--
358     if(df_y > 180)  df_y -= 360;
359     if(df_y < -180) df_y += 360;
360
361     // Rotate Body
362     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
363     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
364
365     // Turn
366     //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
367     raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
368
369     // Pitch Body
370     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
371     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
372
373     //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
374     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
375 #else
376     vector vang;
377     vang = raptor.angles;
378     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
379     vang_x *= -1;
380     df_x *= -1;
381     if(df_x > 180)  df_x -= 360;
382     if(df_x < -180) df_x += 360;
383     if(df_y > 180)  df_y -= 360;
384     if(df_y < -180) df_y += 360;
385
386     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
387     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
388     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
389
390     // Pitch
391     ftmp = 0;
392     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
393     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
394
395     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
396     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
397     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
398
399     raptor.angles_x = anglemods(raptor.angles_x);
400     raptor.angles_y = anglemods(raptor.angles_y);
401     raptor.angles_z = anglemods(raptor.angles_z);
402
403 #endif
404
405     if(autocvar_g_vehicle_raptor_movestyle == 1)
406         makevectors('0 1 0' * raptor.angles_y);
407     else
408         makevectors(player.v_angle);
409
410 #ifdef RAPTOR_RETARDCAMERA
411     float spd, back, up;
412     spd = vlen(self.velocity) + 0.01;
413     back = spd / autocvar_g_vehicle_raptor_speed_forward;
414     up = 1 - back;
415     back = back;
416     back = back * 1250;
417     back += 150;
418     up = up * 200;
419     up = up + 100;
420
421     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
422 #endif
423
424     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
425
426     if(player.movement_x != 0)
427     {
428         if(player.movement_x > 0)
429             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
430         else if(player.movement_x < 0)
431             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
432     }
433
434     if(player.movement_y != 0)
435     {
436         if(player.movement_y < 0)
437             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
438         else if(player.movement_y > 0)
439             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
440
441         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
442     }
443     else
444     {
445         raptor.angles_z *= 0.95;
446         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
447             raptor.angles_z = 0;
448     }
449
450     if(player.BUTTON_CROUCH)
451         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
452     else if (player.BUTTON_JUMP)
453         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
454
455     raptor.velocity  += df * frametime;
456     //player.velocity = player.movement  = raptor.velocity;
457     player.velocity = raptor.velocity;
458     //setorigin(player,raptor.origin + '0 0 32');
459
460     vector vf, ad;
461     // Target lock & predict
462     if(autocvar_g_vehicle_raptor_cannon_locktarget)
463     {
464
465         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
466                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
467                              autocvar_g_vehicle_raptor_cannon_locked_time);
468
469         if(self.lock_target != world)
470         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
471         if(self.lock_strength == 1)
472         {
473             float i, distance, impact_time;
474
475             vf = real_origin(raptor.lock_target);
476             ad = vf;
477             for(i = 0; i < 4; ++i)
478             {
479                 distance = vlen(ad - raptor.origin);
480                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
481                 ad = vf + raptor.lock_target.velocity * impact_time;
482             }
483             trace_endpos = ad;
484             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
485         }
486
487         if(self.lock_target)
488         {
489             if(raptor.lock_strength == 1)
490                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
491             else if(self.lock_strength > 0.5)
492                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
493             else if(self.lock_strength < 0.5)
494                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
495         }
496     }
497
498     ra = raptor.angles;
499     ra_z = 0;
500     // Aim the gunz
501     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
502     ftmp = -ftmp2;
503
504     // Gun1
505     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
506     //ad = df;
507     //vf = v_forward;
508     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
509     df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset
510     // Bind to aimspeed
511     df_x = bound(ftmp, df_x, ftmp2);
512     df_y = bound(ftmp, df_y, ftmp2);
513     // Bind to limts
514     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);
515     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
516
517     //df = vectoangles(normalize(trace_endpos - df));
518
519     //Gun 2
520     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
521     //ad += df;
522     //vf += v_forward;
523     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
524     df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset
525     // Bind to aimspeed
526     df_x = bound(ftmp, df_x, ftmp2);
527     df_y = bound(ftmp, df_y, ftmp2);
528     // Bind to limts
529     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);
530     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
531
532     /*
533     ad = ad * 0.5;
534     v_forward = vf * 0.5;
535     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
536     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
537     */
538
539     if(player.BUTTON_ATCK)
540     if(raptor.attack_finished_single <= time)
541     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
542     {
543         raptor.misc_bulletcounter += 1;
544         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
545         if(raptor.misc_bulletcounter <= 2)
546             raptor_fire_cannon(self.gun1, "fire1");
547         else if(raptor.misc_bulletcounter == 3)
548             raptor_fire_cannon(self.gun2, "fire1");
549         else
550         {
551             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
552             raptor_fire_cannon(self.gun2, "fire1");
553             raptor.misc_bulletcounter = 0;
554         }
555         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
556         self.cnt = time;
557     }
558
559     if(self.vehicle_flags  & VHF_SHIELDREGEN)
560         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);
561
562     if(self.vehicle_flags  & VHF_HEALTHREGEN)
563         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);
564
565     if(self.vehicle_flags  & VHF_ENERGYREGEN)
566         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
567
568
569     if(time > raptor.delay)
570     if(player.BUTTON_ATCK2)
571     {
572         raptor_bombdrop();
573         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
574         raptor.lip   = time;
575     }
576
577     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
578     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
579
580     VEHICLE_UPDATE_PLAYER(health, raptor);
581     VEHICLE_UPDATE_PLAYER(energy, raptor);
582     if(self.vehicle_flags & VHF_HASSHIELD)
583         VEHICLE_UPDATE_PLAYER(shield, raptor);
584
585     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
586     return 1;
587 }
588
589 void raptor_blowup()
590 {
591     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
592     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
593
594     self.deadflag    = DEAD_DEAD;
595     self.vehicle_exit(VHEF_NORMAL);
596     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
597
598     self.alpha          = -1;
599     self.movetype       = MOVETYPE_NONE;
600     self.effects        = EF_NODRAW;
601     self.colormod       = '0 0 0';
602     self.avelocity      = '0 0 0';
603     self.velocity       = '0 0 0';
604
605     setorigin(self, self.pos1);
606     self.touch = SUB_Null;
607 }
608
609 void raptor_die()
610 {
611     self.health       = 0;
612     self.event_damage = SUB_Null;
613     self.iscreature   = FALSE;
614     self.solid        = SOLID_CORPSE;
615     self.takedamage   = DAMAGE_NO;
616     self.deadflag     = DEAD_DYING;
617     self.movetype     = MOVETYPE_BOUNCE;
618
619     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
620
621     self.velocity_z += 128;
622
623     if(random() < 0.5)
624         self.avelocity_z  = 45 + random() * 270;
625     else
626         self.avelocity_z  = -45 + random() * -270;
627
628     self.colormod = '-0.5 -0.5 -0.5';
629         self.touch     = raptor_blowup;
630 }
631
632 void raptor_spawn()
633 {
634     self.frame          = 0;
635     self.vehicle_health = autocvar_g_vehicle_raptor_health;
636     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
637     self.movetype       = MOVETYPE_TOSS;
638     self.solid          = SOLID_SLIDEBOX;
639     self.vehicle_energy = 1;
640
641     self.bomb1.gun1.avelocity_y = 90;
642     self.bomb1.gun2.avelocity_y = -90;
643
644     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
645     self.delay = time;
646 }
647
648 // If we dont do this ever now and then, the raptors rotors
649 // stop working, presumably due to angle overflow. cute.
650 void raptor_rotor_anglefix()
651 {
652     self.gun1.angles_y = anglemods(self.gun1.angles_y);
653     self.gun2.angles_y = anglemods(self.gun2.angles_y);
654     self.nextthink = time + 15;
655 }
656
657 void raptor_dinit()
658 {
659     entity spinner;
660     vector ofs;
661
662     if not (vehicle_initialize(
663              "Raptor",
664              "models/vehicles/raptor.dpm",
665              "",
666              "models/vehicles/raptor_cockpit.dpm",
667              "", "tag_hud", "tag_camera",
668              HUD_RAPTOR,
669              RAPTOR_MIN, RAPTOR_MAX,
670              FALSE,
671              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
672              raptor_frame,
673              raptor_enter, raptor_exit,
674              raptor_die,   raptor_think,
675              FALSE))
676     {
677         remove(self);
678         return;
679     }
680
681     //FIXME: Camera is in a bad place in HUD model.
682     //setorigin(self.vehicle_viewport, '25 0 5');
683
684     self.frame = 0;
685
686     self.bomb1 = spawn();
687     self.bomb2 = spawn();
688     self.gun1  = spawn();
689     self.gun2  = spawn();
690
691 #ifdef RAPTOR_RETARDCAMERA
692     setattachment(self.vehicle_viewport, world, "");
693 #endif
694
695     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
696     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
697     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
698     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
699     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
700
701     setattachment(self.bomb1, self,"bombmount_left");
702     setattachment(self.bomb2, self,"bombmount_right");
703     setattachment(self.tur_head, self,"root");
704
705
706     // FIXME Guns mounts to angled bones
707     self.bomb1.angles = self.angles;
708     self.angles = '0 0 0';
709     // This messes up gun-aim, so work arround it.
710     //setattachment(self.gun1, self, "gunmount_left");
711     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
712     ofs -= self.origin;
713     setattachment(self.gun1, self, "");
714     setorigin(self.gun1, ofs);
715
716     //setattachment(self.gun2, self, "gunmount_right");
717     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
718     ofs -= self.origin;
719     setattachment(self.gun2, self, "");
720     setorigin(self.gun2, ofs);
721
722     self.angles = self.bomb1.angles;
723     self.bomb1.angles = '0 0 0';
724
725     spinner = spawn();
726     spinner.owner = self;
727     setmodel(spinner,"models/vehicles/spinner.dpm");
728     setattachment(spinner, self, "engine_left");
729     spinner.movetype = MOVETYPE_NOCLIP;
730     spinner.avelocity = '0 90 0';
731     self.bomb1.gun1 = spinner;
732
733     spinner = spawn();
734     spinner.owner = self;
735     setmodel(spinner,"models/vehicles/spinner.dpm");
736     setattachment(spinner, self, "engine_right");
737     spinner.movetype = MOVETYPE_NOCLIP;
738     spinner.avelocity = '0 -90 0';
739     self.bomb1.gun2 = spinner;
740
741     // Sigh.
742     self.bomb1.think = raptor_rotor_anglefix;
743     self.bomb1.nextthink = time;
744
745     self.mass               = 1 ;
746 }
747
748 void spawnfunc_vehicle_raptor()
749 {
750     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
751     
752     
753
754     if(autocvar_g_vehicle_raptor_shield)
755         self.vehicle_flags |= VHF_HASSHIELD;
756
757     if(autocvar_g_vehicle_raptor_shield_regen)
758         self.vehicle_flags |= VHF_SHIELDREGEN;
759
760     if(autocvar_g_vehicle_raptor_health_regen)
761         self.vehicle_flags |= VHF_HEALTHREGEN;
762
763     if(autocvar_g_vehicle_raptor_energy_regen)
764         self.vehicle_flags |= VHF_ENERGYREGEN;
765
766     precache_model ("models/vehicles/raptor.dpm");
767     precache_model ("models/vehicles/raptor_gun.dpm");
768     precache_model ("models/vehicles/spinner.dpm");
769     precache_model ("models/vehicles/raptor_cockpit.dpm");
770     precache_model ("models/vehicles/clusterbomb.md3");
771     precache_model ("models/vehicles/clusterbomb_folded.md3");
772     precache_model ("models/vehicles/raptor_body.dpm");
773     precache_sound ("vehicles/raptor_fly.wav");
774     precache_sound ("vehicles/raptor_speed.wav");
775     
776     self.think = raptor_dinit;
777     self.nextthink = time + 1;
778 }
779 #endif // SVQC
780
781 #ifdef CSQC
782 void raptor_draw()
783 {
784
785 }
786
787 void raptor_draw2d()
788 {
789
790 }
791
792 void raptor_read_extra()
793 {
794
795 }
796
797 void vehicle_raptor_assemble()
798 {
799
800 }
801 #endif //CSQC