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Bring back raptor straferoll, fix raptor mode 1 movement, fix raptor bomb reload...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #define RAPTOR_MIN '-80 -80 0'
2 #define RAPTOR_MAX '80 80 70'
3
4 float autocvar_g_vehicle_raptor_respawntime;
5
6 float autocvar_g_vehicle_raptor_movestyle;
7 float autocvar_g_vehicle_raptor_turnspeed;
8 float autocvar_g_vehicle_raptor_pitchspeed;
9 float autocvar_g_vehicle_raptor_pitchlimit;
10
11 float autocvar_g_vehicle_raptor_speed_forward;
12 float autocvar_g_vehicle_raptor_speed_strafe;
13 float autocvar_g_vehicle_raptor_speed_up;
14 float autocvar_g_vehicle_raptor_speed_down;
15 float autocvar_g_vehicle_raptor_friction;
16
17 float autocvar_g_vehicle_raptor_bomblets;
18 float autocvar_g_vehicle_raptor_bomblet_alt;
19 float autocvar_g_vehicle_raptor_bomblet_time;
20 float autocvar_g_vehicle_raptor_bomblet_damage;
21 float autocvar_g_vehicle_raptor_bomblet_spread;
22 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
23 float autocvar_g_vehicle_raptor_bomblet_radius;
24 float autocvar_g_vehicle_raptor_bomblet_force;
25 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
26 float autocvar_g_vehicle_raptor_bombs_refire;
27
28 float autocvar_g_vehicle_raptor_cannon_turnspeed;
29 float autocvar_g_vehicle_raptor_cannon_turnlimit;
30 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
32
33 float autocvar_g_vehicle_raptor_cannon_locktarget;
34 float autocvar_g_vehicle_raptor_cannon_locking_time;
35 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
36 float autocvar_g_vehicle_raptor_cannon_locked_time;
37 float autocvar_g_vehicle_raptor_cannon_predicttarget;
38
39 float autocvar_g_vehicle_raptor_cannon_cost;
40 float autocvar_g_vehicle_raptor_cannon_damage;
41 float autocvar_g_vehicle_raptor_cannon_radius;
42 float autocvar_g_vehicle_raptor_cannon_refire;
43 float autocvar_g_vehicle_raptor_cannon_speed;
44 float autocvar_g_vehicle_raptor_cannon_spread;
45
46
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
50
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
54
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
58
59 void raptor_spawn();
60 float raptor_frame();
61 float raptor_takeoff();
62
63 .entity bomb1;
64 .entity bomb2;
65
66 //#define RAPTOR_RETARDCAMERA
67
68 float raptor_altitude(float amax)
69 {
70         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
71     return vlen(self.origin - trace_endpos);
72 }
73
74
75 void raptor_bomblet_boom()
76 {
77     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
78     pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
79     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
80                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
81                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
82                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
83     remove(self);
84 }
85
86 void raptor_bomblet_touch()
87 {
88     if(other == self.owner)
89         return;
90
91     PROJECTILE_TOUCH;
92     self.think = raptor_bomblet_boom;
93     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
94 }
95
96 void raptor_bomb_burst()
97 {
98     if(self.cnt > time)
99     if(autocvar_g_vehicle_raptor_bomblet_alt)
100     {
101         self.nextthink = time;
102         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
103         if(trace_fraction == 1.0)
104             return;
105
106         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
107             return;
108     }
109
110     entity bomblet;
111     float i;
112
113     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
114     pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
115
116     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
117     {
118         bomblet = spawn();
119         setorigin(bomblet, self.origin);
120
121         //bomblet.solid       = SOLID_TRIGGER;
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         PROJECTILE_MAKETRIGGER(bomblet);
130         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
131     }
132
133     remove(self);
134 }
135
136 void raptor_bomb_touch()
137 {
138     raptor_bomb_burst();
139 }
140
141 void raptor_bombdrop()
142 {
143     entity bomb_1, bomb_2;
144
145     //self.bomb1.alpha = 0;
146     //self.bomb2.alpha = 0;
147
148     bomb_1 = spawn();
149     bomb_2 = spawn();
150
151     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
152     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
153
154     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_TOSS;
155     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
156     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
157     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
158     bomb_1.cnt          = bomb_2.cnt        = time + 10;
159
160     if(autocvar_g_vehicle_raptor_bomblet_alt)
161         bomb_1.nextthink = bomb_2.nextthink  = time;
162     else
163         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
164
165     bomb_1.owner     = bomb_2.owner      = self;
166     bomb_1.realowner = bomb_2.realowner  = self.owner;
167     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
168     bomb_1.gravity   = bomb_2.gravity    = 1;
169
170     PROJECTILE_MAKETRIGGER(bomb_1);
171     PROJECTILE_MAKETRIGGER(bomb_2);
172
173     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
174     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175
176 }
177
178 void raptor_bolt_explode()
179 {
180         PROJECTILE_TOUCH;
181     pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
182     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
183     sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
184     remove (self);
185 }
186
187 void raptor_fire_cannon(entity gun, string tagname)
188 {
189     entity bolt;
190
191     bolt = spawn();
192
193     PROJECTILE_MAKETRIGGER(bolt);
194     sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
195     setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
196
197     bolt.movetype        = MOVETYPE_FLYMISSILE;
198     bolt.flags           = FL_PROJECTILE | FL_NOTARGET;
199     bolt.owner           = self;
200     bolt.realowner       = self.owner;
201     bolt.touch           = raptor_bolt_explode;
202     bolt.think           = raptor_bolt_explode;
203     bolt.nextthink       = time + 9;
204     bolt.bot_dodge       = TRUE;
205     bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
206     bolt.velocity        = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
207
208     pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
209     //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
210
211     CSQCProjectile(bolt, TRUE, PROJECTILE_RAPTORCANNON, TRUE);
212 }
213
214 void raptor_think()
215 {
216 }
217
218 void raptor_enter()
219 {
220     self.owner.PlayerPhysplug = raptor_takeoff;
221     self.movetype       = MOVETYPE_FLY;
222     self.solid          = SOLID_BBOX;
223     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
224     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
225     self.velocity_z = 1;
226
227 #ifdef RAPTOR_RETARDCAMERA
228     setorigin(self.vehicle_viewport, self.origin);
229 #endif
230 }
231
232 void raptor_land()
233 {
234     float hgt;
235
236     hgt = raptor_altitude(512);
237     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
238     self.angles_x *= 0.95;
239     self.angles_z *= 0.95;
240
241     if(hgt < 128)
242         if(self.frame != 0)
243             self.frame = max(self.frame - 0.25, 0);
244
245     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
246     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
247
248     if(hgt < 16)
249     {
250         self.movetype   = MOVETYPE_TOSS;
251         self.think      = raptor_think;
252     }
253
254     self.nextthink  = time;
255 }
256
257 void raptor_exit(float eject)
258 {
259
260     if(self.deadflag == DEAD_NO)
261     {
262         self.think      = raptor_land;
263         self.nextthink  = time;
264     }
265
266     if not (self.owner)
267         return;
268
269         makevectors(self.angles);
270         if(eject)
271         {
272             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
273             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
274         }
275         else
276         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
277
278     self.owner = world;
279 }
280
281 float raptor_takeoff()
282 {
283     entity player, raptor;
284     float ftmp, ftmp2;
285     vector df;
286
287     player = self;
288     raptor = self.vehicle;
289     self   = raptor;
290
291     // Takeoff sequense
292     if(raptor.frame < 25)
293     {
294         raptor.frame += 0.25;
295         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
296         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
297         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
298         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
299
300         setorigin(player, raptor.origin + '0 0 32');
301     }
302     else
303         player.PlayerPhysplug = raptor_frame;
304
305     self = player;
306     return 1;
307 }
308
309 float raptor_frame()
310 {
311     entity player, raptor;
312     float ftmp, ftmp2;
313     vector df;
314
315     player = self;
316     raptor = self.vehicle;
317     self   = raptor;
318
319     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
320     {
321         self = raptor;
322         vehicles_exit(VHEF_NORMAL);
323         self = player;
324         return 0;
325     }
326
327     if(raptor.deadflag != DEAD_NO)
328     {
329         self = player;
330         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
331         return 1;
332     }
333
334
335
336     crosshair_trace(player);
337
338 #if VEHICLES_VIEWROTATE_CROSSHAIR
339     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
340     if(df_x > 180)  df_x -= 360;
341     if(df_x < -180) df_x += 360;
342     if(df_y > 180)  df_y -= 360;
343     if(df_y < -180) df_y += 360;
344
345     // Rotate Body
346     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
347     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
348
349     // Turn
350     //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
351     raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
352
353     // Pitch Body
354     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
355     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
356
357     //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
358     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
359 #else
360     vector vang;
361     vang = raptor.angles;
362     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
363     vang_x *= -1;
364     df_x *= -1;
365     if(df_x > 180)  df_x -= 360;
366     if(df_x < -180) df_x += 360;
367     if(df_y > 180)  df_y -= 360;
368     if(df_y < -180) df_y += 360;
369
370     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
371     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
372     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
373
374     // Pitch
375     ftmp = 0;
376     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
377     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
378
379     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
380     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
381     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
382
383     raptor.angles_x = anglemods(raptor.angles_x);
384     raptor.angles_y = anglemods(raptor.angles_y);
385     raptor.angles_z = anglemods(raptor.angles_z);
386
387 #endif
388
389     if(autocvar_g_vehicle_raptor_movestyle == 1)
390         makevectors('0 1 0' * raptor.angles_y);
391     else
392         makevectors(player.v_angle);
393
394 #ifdef RAPTOR_RETARDCAMERA
395     float spd, back, up;
396     spd = vlen(self.velocity) + 0.01;
397     back = spd / autocvar_g_vehicle_raptor_speed_forward;
398     up = 1 - back;
399     back = back;
400     back = back * 1250;
401     back += 150;
402     up = up * 200;
403     up = up + 100;
404
405     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
406 #endif
407
408     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
409
410     if(player.movement_x != 0)
411     {
412         if(player.movement_x > 0)
413             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
414         else if(player.movement_x < 0)
415             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
416     }
417
418     if(player.movement_y != 0)
419     {
420         if(player.movement_y < 0)
421             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
422         else if(player.movement_y > 0)
423             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
424
425         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
426     }
427     else
428     {
429         raptor.angles_z *= 0.95;
430         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
431             raptor.angles_z = 0;
432     }
433
434     if(player.BUTTON_CROUCH)
435         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
436     else if (player.BUTTON_JUMP)
437         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
438
439     raptor.velocity  += df * frametime;
440     player.velocity = player.movement  = raptor.velocity;
441     setorigin(player,raptor.origin + '0 0 32');
442
443     vector vf, ad;
444     // Target lock & predict
445     if(autocvar_g_vehicle_raptor_cannon_locktarget)
446     {
447
448         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
449                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
450                              autocvar_g_vehicle_raptor_cannon_locked_time);
451
452         if(self.lock_target != world)
453         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
454         if(self.lock_strength == 1)
455         {
456             float i, distance, impact_time;
457
458             vf = real_origin(raptor.lock_target);
459             ad = vf;
460             for(i = 0; i < 4; ++i)
461             {
462                 distance = vlen(ad - raptor.origin);
463                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
464                 ad = vf + raptor.lock_target.velocity * impact_time;
465             }
466             trace_endpos = ad;
467             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
468         }
469
470         if(self.lock_target)
471         {
472             if(raptor.lock_strength == 1)
473                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
474             else if(self.lock_strength > 0.5)
475                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
476             else if(self.lock_strength < 0.5)
477                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
478         }
479     }
480
481     // Aim the gunz
482     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
483     ftmp = -ftmp2;
484
485     // Gun1
486     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
487     //ad = df;
488     //vf = v_forward;
489     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
490     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
491     // Bind to aimspeed
492     df_x = bound(ftmp, df_x, ftmp2);
493     df_y = bound(ftmp, df_y, ftmp2);
494     // Bind to limts
495     raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
496     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
497
498     //df = vectoangles(normalize(trace_endpos - df));
499
500     //Gun 2
501     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
502     //ad += df;
503     //vf += v_forward;
504     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
505     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
506     // Bind to aimspeed
507     df_x = bound(ftmp, df_x, ftmp2);
508     df_y = bound(ftmp, df_y, ftmp2);
509     // Bind to limts
510     raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
511     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
512
513     /*
514     ad = ad * 0.5;
515     v_forward = vf * 0.5;
516     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
517     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
518     */
519
520     if(player.BUTTON_ATCK)
521     if(raptor.attack_finished_single <= time)
522     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
523     {
524         raptor.misc_bulletcounter += 1;
525         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
526         if(raptor.misc_bulletcounter <= 2)
527             raptor_fire_cannon(self.gun1, "fire1");
528         else if(raptor.misc_bulletcounter == 3)
529             raptor_fire_cannon(self.gun2, "fire1");
530         else
531         {
532             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
533             raptor_fire_cannon(self.gun2, "fire1");
534             raptor.misc_bulletcounter = 0;
535         }
536         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
537         self.cnt = time;
538     }
539
540     if(self.vehicle_flags  & VHF_SHIELDREGEN)
541         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
542
543     if(self.vehicle_flags  & VHF_HEALTHREGEN)
544         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
545
546     if(self.vehicle_flags  & VHF_ENERGYREGEN)
547         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
548
549
550     if(time > raptor.delay)
551     if(player.BUTTON_ATCK2)
552     {
553         raptor_bombdrop();
554         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
555         raptor.lip   = time;
556     }
557
558     player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
559     raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
560
561     VEHICLE_UPDATE_PLAYER(health, raptor);
562     VEHICLE_UPDATE_PLAYER(energy, raptor);
563     if(self.vehicle_flags & VHF_HASSHIELD)
564         VEHICLE_UPDATE_PLAYER(shield, raptor);
565
566
567
568     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
569     return 1;
570 }
571
572 void raptor_blowup()
573 {
574     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
575     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
576
577     self.deadflag    = DEAD_DEAD;
578     self.vehicle_exit(VHEF_NORMAL);
579     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
580
581     self.alpha          = -1;
582     self.movetype       = MOVETYPE_NONE;
583     self.effects        = EF_NODRAW;
584     self.colormod       = '0 0 0';
585     self.avelocity      = '0 0 0';
586     self.velocity       = '0 0 0';
587
588     setorigin(self, self.pos1);
589     self.touch = SUB_Null;
590 }
591
592 void raptor_die()
593 {
594     self.health       = 0;
595     self.event_damage = SUB_Null;
596     self.iscreature   = FALSE;
597     self.solid        = SOLID_CORPSE;
598     self.takedamage   = DAMAGE_NO;
599     self.deadflag     = DEAD_DYING;
600     self.movetype     = MOVETYPE_BOUNCE;
601
602     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
603
604     self.velocity_z += 128;
605
606     if(random() < 0.5)
607         self.avelocity_z  = 45 + random() * 270;
608     else
609         self.avelocity_z  = -45 + random() * -270;
610
611     self.colormod = '-0.5 -0.5 -0.5';
612         self.touch     = raptor_blowup;
613 }
614
615 void raptor_spawn()
616 {
617     self.frame          = 0;
618     self.vehicle_health = autocvar_g_vehicle_raptor_health;
619     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
620     self.movetype       = MOVETYPE_TOSS;
621     self.solid          = SOLID_BBOX;
622     self.vehicle_energy = 1;
623
624     self.bomb1.gun1.avelocity_y = 90;
625     self.bomb1.gun2.avelocity_y = -90;
626
627     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
628     self.delay = time;
629 }
630
631 void raptor_dinit()
632 {
633     entity spinner;
634     vector ofs;
635
636     if not (vehicle_initialize(
637              "Raptor",
638              "models/vehicles/raptor.dpm",
639              "",
640              "models/vehicles/raptor_cockpit.dpm",
641              "", "tag_hud", "tag_camera",
642              HUD_RAPTOR,
643              RAPTOR_MIN, RAPTOR_MAX,
644              FALSE,
645              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
646              raptor_frame,
647              raptor_enter, raptor_exit,
648              raptor_die,   raptor_think))
649     {
650         remove(self);
651         return;
652     }
653     setorigin(self, self.origin + '0 0 50');
654     //FIXME: Camera is in a bad place in HUD model.
655     setorigin(self.vehicle_viewport, '5 0 5');
656
657     self.frame = 0;
658
659     self.bomb1 = spawn();
660     self.bomb2 = spawn();
661     self.gun1  = spawn();
662     self.gun2  = spawn();
663
664 #ifdef RAPTOR_RETARDCAMERA
665     setattachment(self.vehicle_viewport, world, "");
666 #endif
667
668     setmodel(self.bomb1,"models/vehicles/clusterbomb.md3");
669     setmodel(self.bomb2,"models/vehicles/clusterbomb.md3");
670     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
671     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
672
673     setattachment(self.bomb1, self,"bombmount_left");
674     setattachment(self.bomb2, self,"bombmount_right");
675
676
677     // FIXME Guns mounts to angled bones
678     self.bomb1.angles = self.angles;
679     self.angles = '0 0 0';
680     // This messes up gun-aim, so work arround it.
681     //setattachment(self.gun1, self, "gunmount_left");
682     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
683     ofs -= self.origin;
684     setattachment(self.gun1, self, "");
685     setorigin(self.gun1, ofs);
686
687     //setattachment(self.gun2, self, "gunmount_right");
688     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
689     ofs -= self.origin;
690     setattachment(self.gun2, self, "");
691     setorigin(self.gun2, ofs);
692
693     self.angles = self.bomb1.angles;
694     self.bomb1.angles = '0 0 0';
695
696
697     spinner = spawn();
698     spinner.owner = self;
699     setmodel(spinner,"models/vehicles/spinner.dpm");
700     setattachment(spinner, self, "engine_left");
701     spinner.movetype = MOVETYPE_NOCLIP;
702     spinner.avelocity = '0 90 0';
703     self.bomb1.gun1 = spinner;
704
705     spinner = spawn();
706     spinner.owner = self;
707     setmodel(spinner,"models/vehicles/spinner.dpm");
708     setattachment(spinner, self, "engine_right");
709     spinner.movetype = MOVETYPE_NOCLIP;
710     spinner.avelocity = '0 -90 0';
711     self.bomb1.gun2 = spinner;
712
713     self.mass               = 1 ;
714 }
715
716 void spawnfunc_vehicle_raptor()
717 {
718     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
719
720     if(autocvar_g_vehicle_raptor_shield)
721         self.vehicle_flags |= VHF_HASSHIELD;
722
723     if(autocvar_g_vehicle_raptor_shield_regen)
724         self.vehicle_flags |= VHF_SHIELDREGEN;
725
726     if(autocvar_g_vehicle_raptor_health_regen)
727         self.vehicle_flags |= VHF_HEALTHREGEN;
728
729     if(autocvar_g_vehicle_raptor_energy_regen)
730         self.vehicle_flags |= VHF_ENERGYREGEN;
731
732     precache_model ("models/vehicles/raptor.dpm");
733     precache_model ("models/vehicles/raptor_gun.dpm");
734     precache_model ("models/vehicles/spinner.dpm");
735     precache_model ("models/vehicles/raptor_cockpit.dpm");
736     precache_model ("models/vehicles/clusterbomb.md3");
737
738     self.think = raptor_dinit;
739     self.nextthink = time + 1;
740 }