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Attach flagcarries flag to vehicle, scale up and position flag when carried by vehicle
[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 float raptor_altitude(float amax)
68 {
69         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70     return vlen(self.origin - trace_endpos);
71 }
72
73
74 void raptor_bomblet_boom()
75 {
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);
80     remove(self);
81 }
82
83 void raptor_bomblet_touch()
84 {
85     if(other == self.owner)
86         return;
87
88     PROJECTILE_TOUCH;
89     self.think = raptor_bomblet_boom;
90     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
91 }
92
93 void raptor_bomb_burst()
94 {
95     if(self.cnt > time)
96     if(autocvar_g_vehicle_raptor_bomblet_alt)
97     {
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))
101         {
102             UpdateCSQCProjectile(self);
103             return;
104         }
105     }
106
107     entity bomblet;
108     float i;
109
110     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
111
112     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
113     {
114         bomblet = spawn();
115         setorigin(bomblet, self.origin);
116
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);
124
125         PROJECTILE_MAKETRIGGER(bomblet);
126         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
127     }
128
129     remove(self);
130 }
131
132 void raptor_bomb_touch()
133 {
134     raptor_bomb_burst();
135 }
136
137 void raptor_bombdrop()
138 {
139     entity bomb_1, bomb_2;
140
141     bomb_1 = spawn();
142     bomb_2 = spawn();
143
144     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
146
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;
152
153     if(autocvar_g_vehicle_raptor_bomblet_alt)
154         bomb_1.nextthink = bomb_2.nextthink  = time;
155     else
156         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
157
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;
162
163     PROJECTILE_MAKETRIGGER(bomb_1);
164     PROJECTILE_MAKETRIGGER(bomb_2);
165
166     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
168
169 }
170
171
172 void raptor_fire_cannon(entity gun, string tagname)
173 {
174     entity bolt;
175     vector b_org;
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);
181 }
182
183 void raptor_think()
184 {
185 }
186
187 void raptor_enter()
188 {
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;
196
197     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
198     self.lip   = time;
199
200     if(self.owner.flagcarried)
201        setorigin(self.owner.flagcarried, '-20 0 96');
202
203 }
204
205 void raptor_land()
206 {
207
208     float hgt;
209     
210     hgt = raptor_altitude(512);
211     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
212     self.angles_x *= 0.95;
213     self.angles_z *= 0.95;
214
215     if(hgt < 128)
216         if(self.frame != 0)
217             self.frame = max(self.frame - 0.25, 0);
218
219     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
220     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
221
222     if(hgt < 16)
223     {
224         self.movetype   = MOVETYPE_TOSS;
225         self.think      = raptor_think;
226     }
227
228     self.nextthink  = time;
229 }
230
231 void raptor_exit(float eject)
232 {
233     vector spot;
234     self.tur_head.exteriormodeltoclient = world;
235
236     if(self.deadflag == DEAD_NO)
237     {
238         self.think      = raptor_land;
239         self.nextthink  = time;
240     }
241
242     if not (self.owner)
243         return;
244
245         makevectors(self.angles);
246         if(eject)
247         {
248             spot = self.origin + v_forward * 100 + '0 0 64';
249             spot = vehicles_findgoodexit(spot);
250             setorigin(self.owner , spot);
251             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
252         }
253         else
254         {
255             spot = self.origin - v_forward * 200 + '0 0 64';
256             spot = vehicles_findgoodexit(spot);
257             setorigin(self.owner , spot);
258         }
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 + 7.955812; //soundlength("vehicles/raptor_fly.wav");
274         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, 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     /*
325     ftmp = vlen(self.velocity);
326     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
327         ftmp = 1;
328     else  
329         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
330     */
331         
332     if(self.sound_nexttime < time)
333     {        
334         self.sound_nexttime = time + 7.955812; 
335         //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
336         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
337         self.wait = ftmp;
338     }        
339     /*
340     else if(fabs(ftmp - self.wait) > 0.2)
341     {
342         sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp,   ATTN_NORM );
343         sound (self, CHAN_TRIGGER, "", ftmp, ATTN_NORM);        
344         self.wait = ftmp;
345     }
346     */
347     
348     /*
349     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
350     {
351         self = raptor;
352         vehicles_exit(VHEF_NORMAL);
353         self = player;
354         return 0;
355     }    
356     */
357     
358     if(raptor.deadflag != DEAD_NO)
359     {
360         self = player;
361         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
362         return 1;
363     }
364     crosshair_trace(player);
365
366
367     vector vang;
368     vang = raptor.angles;
369     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
370     vang_x *= -1;
371     df_x *= -1;
372     if(df_x > 180)  df_x -= 360;
373     if(df_x < -180) df_x += 360;
374     if(df_y > 180)  df_y -= 360;
375     if(df_y < -180) df_y += 360;
376
377     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
378     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
379     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
380
381     // Pitch
382     ftmp = 0;
383     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
384     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
385
386     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
387     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
388     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
389
390     raptor.angles_x = anglemods(raptor.angles_x);
391     raptor.angles_y = anglemods(raptor.angles_y);
392     raptor.angles_z = anglemods(raptor.angles_z);
393
394
395     if(autocvar_g_vehicle_raptor_movestyle == 1)
396         makevectors('0 1 0' * raptor.angles_y);
397     else
398         makevectors(player.v_angle);
399
400     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
401
402     if(player.movement_x != 0)
403     {
404         if(player.movement_x > 0)
405             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
406         else if(player.movement_x < 0)
407             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
408     }
409
410     if(player.movement_y != 0)
411     {
412         if(player.movement_y < 0)
413             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
414         else if(player.movement_y > 0)
415             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
416
417         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
418     }
419     else
420     {
421         raptor.angles_z *= 0.95;
422         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
423             raptor.angles_z = 0;
424     }
425
426     if(player.BUTTON_CROUCH)
427         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
428     else if (player.BUTTON_JUMP)
429         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
430
431     raptor.velocity  += df * frametime;
432     //player.velocity = raptor.velocity;
433     player.velocity = player.movement  = raptor.velocity;
434     setorigin(player, raptor.origin + '0 0 32');
435
436     vector vf, ad;
437     // Target lock & predict
438     if(autocvar_g_vehicle_raptor_cannon_locktarget)
439     {
440
441         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
442                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
443                              autocvar_g_vehicle_raptor_cannon_locked_time);
444
445         if(self.lock_target != world)
446         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
447         if(self.lock_strength == 1)
448         {
449             float i, distance, impact_time;
450
451             vf = real_origin(raptor.lock_target);
452             ad = vf;
453             for(i = 0; i < 4; ++i)
454             {
455                 distance = vlen(ad - raptor.origin);
456                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
457                 ad = vf + raptor.lock_target.velocity * impact_time;
458             }
459             trace_endpos = ad;
460             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
461         }
462
463         if(self.lock_target)
464         {
465             if(raptor.lock_strength == 1)
466                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
467             else if(self.lock_strength > 0.5)
468                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
469             else if(self.lock_strength < 0.5)
470                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
471         }
472     }
473
474     ra = raptor.angles;
475     ra_z = 0;
476     // Aim the gunz
477     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
478     ftmp = -ftmp2;
479
480     // Gun1
481     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
482     ad = df;
483     vf = v_forward;
484     //if(self.lock_strength == 1)
485     //{
486         df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
487         df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset        
488     //}
489     //else    
490     //    df = '0 0 0';
491         
492     // Bind to aimspeed
493     df_x = bound(ftmp, df_x, ftmp2);
494     df_y = bound(ftmp, df_y, ftmp2);
495     // Bind to limts
496     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);
497     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
498
499     // Gun2
500     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
501     ad += df;
502     vf += v_forward;
503     //if(self.lock_strength == 1)
504     //{
505         df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
506         df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset        
507     //}
508     //else    
509     //    df = '0 0 0';
510         
511     // Bind to aimspeed
512     df_x = bound(ftmp, df_x, ftmp2);
513     df_y = bound(ftmp, df_y, ftmp2);
514     // Bind to limts
515     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);
516     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
517
518     /*
519     ad = ad * 0.5;
520     v_forward = vf * 0.5;
521     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
522     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
523     */
524     
525     if(player.BUTTON_ATCK)
526     if(raptor.attack_finished_single <= time)
527     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
528     {
529         raptor.misc_bulletcounter += 1;
530         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
531         if(raptor.misc_bulletcounter <= 2)
532             raptor_fire_cannon(self.gun1, "fire1");
533         else if(raptor.misc_bulletcounter == 3)
534             raptor_fire_cannon(self.gun2, "fire1");
535         else
536         {
537             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
538             raptor_fire_cannon(self.gun2, "fire1");
539             raptor.misc_bulletcounter = 0;
540         }
541         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
542         self.cnt = time;
543     }
544
545     if(self.vehicle_flags  & VHF_SHIELDREGEN)
546         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);
547
548     if(self.vehicle_flags  & VHF_HEALTHREGEN)
549         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);
550
551     if(self.vehicle_flags  & VHF_ENERGYREGEN)
552         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
553
554
555     if(time > raptor.delay)
556     if(player.BUTTON_ATCK2)
557     {
558         raptor_bombdrop();
559         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
560         raptor.lip   = time;
561     }
562
563     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
564     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
565
566     VEHICLE_UPDATE_PLAYER(health, raptor);
567     VEHICLE_UPDATE_PLAYER(energy, raptor);
568     if(self.vehicle_flags & VHF_HASSHIELD)
569         VEHICLE_UPDATE_PLAYER(shield, raptor);
570
571     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
572     return 1;
573 }
574
575 void raptor_blowup()
576 {
577     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
578     pointparticles(particleeffectnum("explosion_big"), self.origin, '0 0 0', 1);
579
580     self.deadflag    = DEAD_DEAD;
581     self.vehicle_exit(VHEF_NORMAL);
582     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
583
584     self.alpha          = -1;
585     self.movetype       = MOVETYPE_NONE;
586     self.effects        = EF_NODRAW;
587     self.colormod       = '0 0 0';
588     self.avelocity      = '0 0 0';
589     self.velocity       = '0 0 0';
590
591     setorigin(self, self.pos1);
592     self.touch = SUB_Null;
593     self.nextthink = 0;
594 }
595
596 void raptor_diethink()
597 {
598     //self.avelocity += '0 0.5 1' * (random() * 5);
599     //self.avelocity -= '0 0.5 1' * (random() * 5);
600
601     if(random() < 0.1)
602     {
603         sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
604         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
605     }
606     self.nextthink = time + 0.1;
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     self.think        = raptor_diethink;
619     self.nextthink    = time;
620     
621     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
622
623     self.velocity_z += 600;
624
625     self.avelocity = '0 0.5 1' * (random() * 400);
626     self.avelocity -= '0 0.5 1' * (random() * 400);
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     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
692     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
693     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
694     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
695     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
696
697     setattachment(self.bomb1, self,"bombmount_left");
698     setattachment(self.bomb2, self,"bombmount_right");
699     setattachment(self.tur_head, self,"root");
700
701
702     // FIXME Guns mounts to angled bones
703     self.bomb1.angles = self.angles;
704     self.angles = '0 0 0';
705     // This messes up gun-aim, so work arround it.
706     //setattachment(self.gun1, self, "gunmount_left");
707     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
708     ofs -= self.origin;
709     setattachment(self.gun1, self, "");
710     setorigin(self.gun1, ofs);
711
712     //setattachment(self.gun2, self, "gunmount_right");
713     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
714     ofs -= self.origin;
715     setattachment(self.gun2, self, "");
716     setorigin(self.gun2, ofs);
717
718     self.angles = self.bomb1.angles;
719     self.bomb1.angles = '0 0 0';
720
721     spinner = spawn();
722     spinner.owner = self;
723     setmodel(spinner,"models/vehicles/spinner.dpm");
724     setattachment(spinner, self, "engine_left");
725     spinner.movetype = MOVETYPE_NOCLIP;
726     spinner.avelocity = '0 90 0';
727     self.bomb1.gun1 = spinner;
728
729     spinner = spawn();
730     spinner.owner = self;
731     setmodel(spinner,"models/vehicles/spinner.dpm");
732     setattachment(spinner, self, "engine_right");
733     spinner.movetype = MOVETYPE_NOCLIP;
734     spinner.avelocity = '0 -90 0';
735     self.bomb1.gun2 = spinner;
736
737     // Sigh.
738     self.bomb1.think = raptor_rotor_anglefix;
739     self.bomb1.nextthink = time;
740
741     self.mass               = 1 ;
742 }
743
744 void spawnfunc_vehicle_raptor()
745 {
746     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
747     
748     if(autocvar_g_vehicle_raptor_shield)
749         self.vehicle_flags |= VHF_HASSHIELD;
750
751     if(autocvar_g_vehicle_raptor_shield_regen)
752         self.vehicle_flags |= VHF_SHIELDREGEN;
753
754     if(autocvar_g_vehicle_raptor_health_regen)
755         self.vehicle_flags |= VHF_HEALTHREGEN;
756
757     if(autocvar_g_vehicle_raptor_energy_regen)
758         self.vehicle_flags |= VHF_ENERGYREGEN;
759
760     precache_model ("models/vehicles/raptor.dpm");
761     precache_model ("models/vehicles/raptor_gun.dpm");
762     precache_model ("models/vehicles/spinner.dpm");
763     precache_model ("models/vehicles/raptor_cockpit.dpm");
764     precache_model ("models/vehicles/clusterbomb.md3");
765     precache_model ("models/vehicles/clusterbomb_folded.md3");
766     precache_model ("models/vehicles/raptor_body.dpm");
767     
768     precache_sound ("vehicles/raptor_fly.wav");
769     precache_sound ("vehicles/raptor_speed.wav");
770     precache_sound ("");
771     
772     self.think = raptor_dinit;
773     self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
774 }
775 #endif // SVQC