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Stop player from dropping flag on vehicle exit
[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 }
201
202 void raptor_land()
203 {
204
205     float hgt;
206     
207     hgt = raptor_altitude(512);
208     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
209     self.angles_x *= 0.95;
210     self.angles_z *= 0.95;
211
212     if(hgt < 128)
213         if(self.frame != 0)
214             self.frame = max(self.frame - 0.25, 0);
215
216     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
217     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
218
219     if(hgt < 16)
220     {
221         self.movetype   = MOVETYPE_TOSS;
222         self.think      = raptor_think;
223     }
224
225     self.nextthink  = time;
226 }
227
228 void raptor_exit(float eject)
229 {
230     vector spot;
231     self.tur_head.exteriormodeltoclient = world;
232
233     if(self.deadflag == DEAD_NO)
234     {
235         self.think      = raptor_land;
236         self.nextthink  = time;
237     }
238
239     if not (self.owner)
240         return;
241
242         makevectors(self.angles);
243         if(eject)
244         {
245             spot = self.origin + v_forward * 100 + '0 0 64';
246             spot = vehicles_findgoodexit(spot);
247             setorigin(self.owner , spot);
248             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
249         }
250         else
251         {
252             spot = self.origin - v_forward * 200 + '0 0 64';
253             spot = vehicles_findgoodexit(spot);
254             setorigin(self.owner , spot);
255         }
256         
257     self.owner = world;
258 }
259
260 float raptor_takeoff()
261 {
262     entity player, raptor;
263     
264     player = self;
265     raptor = self.vehicle;
266     self   = raptor;
267     
268     if(self.sound_nexttime < time)
269     {        
270         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
271         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
272     }   
273
274     // Takeoff sequense
275     if(raptor.frame < 25)
276     {
277         raptor.frame += 0.25;
278         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
279         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
280         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
281         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
282
283         setorigin(player, raptor.origin + '0 0 32');
284     }
285     else
286         player.PlayerPhysplug = raptor_frame;
287
288     if(self.vehicle_flags  & VHF_SHIELDREGEN)
289         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
290
291     if(self.vehicle_flags  & VHF_HEALTHREGEN)
292         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
293
294     if(self.vehicle_flags  & VHF_ENERGYREGEN)
295         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
296
297
298     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
299     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
300
301     VEHICLE_UPDATE_PLAYER(health, raptor);
302     VEHICLE_UPDATE_PLAYER(energy, raptor);
303     if(self.vehicle_flags & VHF_HASSHIELD)
304         VEHICLE_UPDATE_PLAYER(shield, raptor);
305
306     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
307     self = player;
308     return 1;
309 }
310
311 float raptor_frame()
312 {
313     entity player, raptor;
314     float ftmp, ftmp2;
315     vector df, ra;
316
317     player = self;
318     raptor = self.vehicle;
319     self   = raptor;
320         
321     /*
322     ftmp = vlen(self.velocity);
323     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
324         ftmp = 1;
325     else  
326         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
327     */
328         
329     if(self.sound_nexttime < time)
330     {        
331         self.sound_nexttime = time + 7.955812; 
332         //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
333         sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
334         self.wait = ftmp;
335     }        
336     /*
337     else if(fabs(ftmp - self.wait) > 0.2)
338     {
339         sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp,   ATTN_NORM );
340         sound (self, CHAN_TRIGGER, "", ftmp, ATTN_NORM);        
341         self.wait = ftmp;
342     }
343     */
344     
345     /*
346     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
347     {
348         self = raptor;
349         vehicles_exit(VHEF_NORMAL);
350         self = player;
351         return 0;
352     }    
353     */
354     
355     if(raptor.deadflag != DEAD_NO)
356     {
357         self = player;
358         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
359         return 1;
360     }
361     crosshair_trace(player);
362
363
364     vector vang;
365     vang = raptor.angles;
366     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
367     vang_x *= -1;
368     df_x *= -1;
369     if(df_x > 180)  df_x -= 360;
370     if(df_x < -180) df_x += 360;
371     if(df_y > 180)  df_y -= 360;
372     if(df_y < -180) df_y += 360;
373
374     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
375     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
376     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
377
378     // Pitch
379     ftmp = 0;
380     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
381     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
382
383     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
384     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
385     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
386
387     raptor.angles_x = anglemods(raptor.angles_x);
388     raptor.angles_y = anglemods(raptor.angles_y);
389     raptor.angles_z = anglemods(raptor.angles_z);
390
391
392     if(autocvar_g_vehicle_raptor_movestyle == 1)
393         makevectors('0 1 0' * raptor.angles_y);
394     else
395         makevectors(player.v_angle);
396
397     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
398
399     if(player.movement_x != 0)
400     {
401         if(player.movement_x > 0)
402             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
403         else if(player.movement_x < 0)
404             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
405     }
406
407     if(player.movement_y != 0)
408     {
409         if(player.movement_y < 0)
410             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
411         else if(player.movement_y > 0)
412             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
413
414         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
415     }
416     else
417     {
418         raptor.angles_z *= 0.95;
419         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
420             raptor.angles_z = 0;
421     }
422
423     if(player.BUTTON_CROUCH)
424         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
425     else if (player.BUTTON_JUMP)
426         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
427
428     raptor.velocity  += df * frametime;
429     //player.velocity = raptor.velocity;
430     player.velocity = player.movement  = raptor.velocity;
431     setorigin(player, raptor.origin + '0 0 32');
432
433     vector vf, ad;
434     // Target lock & predict
435     if(autocvar_g_vehicle_raptor_cannon_locktarget)
436     {
437
438         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
439                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
440                              autocvar_g_vehicle_raptor_cannon_locked_time);
441
442         if(self.lock_target != world)
443         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
444         if(self.lock_strength == 1)
445         {
446             float i, distance, impact_time;
447
448             vf = real_origin(raptor.lock_target);
449             ad = vf;
450             for(i = 0; i < 4; ++i)
451             {
452                 distance = vlen(ad - raptor.origin);
453                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
454                 ad = vf + raptor.lock_target.velocity * impact_time;
455             }
456             trace_endpos = ad;
457             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
458         }
459
460         if(self.lock_target)
461         {
462             if(raptor.lock_strength == 1)
463                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
464             else if(self.lock_strength > 0.5)
465                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
466             else if(self.lock_strength < 0.5)
467                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
468         }
469     }
470
471     ra = raptor.angles;
472     ra_z = 0;
473     // Aim the gunz
474     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
475     ftmp = -ftmp2;
476
477     // Gun1
478     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
479     ad = df;
480     vf = v_forward;
481     //if(self.lock_strength == 1)
482     //{
483         df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
484         df = shortangle_vxy(df - (ra + raptor.gun1.angles), ra + raptor.gun1.angles);     // Find aim offset        
485     //}
486     //else    
487     //    df = '0 0 0';
488         
489     // Bind to aimspeed
490     df_x = bound(ftmp, df_x, ftmp2);
491     df_y = bound(ftmp, df_y, ftmp2);
492     // Bind to limts
493     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);
494     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
495
496     // Gun2
497     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
498     ad += df;
499     vf += v_forward;
500     //if(self.lock_strength == 1)
501     //{
502         df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
503         df = shortangle_vxy(df - (ra + raptor.gun2.angles), ra + raptor.gun2.angles);     // Find aim offset        
504     //}
505     //else    
506     //    df = '0 0 0';
507         
508     // Bind to aimspeed
509     df_x = bound(ftmp, df_x, ftmp2);
510     df_y = bound(ftmp, df_y, ftmp2);
511     // Bind to limts
512     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);
513     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
514
515     /*
516     ad = ad * 0.5;
517     v_forward = vf * 0.5;
518     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
519     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
520     */
521     
522     if(player.BUTTON_ATCK)
523     if(raptor.attack_finished_single <= time)
524     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
525     {
526         raptor.misc_bulletcounter += 1;
527         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
528         if(raptor.misc_bulletcounter <= 2)
529             raptor_fire_cannon(self.gun1, "fire1");
530         else if(raptor.misc_bulletcounter == 3)
531             raptor_fire_cannon(self.gun2, "fire1");
532         else
533         {
534             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
535             raptor_fire_cannon(self.gun2, "fire1");
536             raptor.misc_bulletcounter = 0;
537         }
538         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
539         self.cnt = time;
540     }
541
542     if(self.vehicle_flags  & VHF_SHIELDREGEN)
543         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);
544
545     if(self.vehicle_flags  & VHF_HEALTHREGEN)
546         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);
547
548     if(self.vehicle_flags  & VHF_ENERGYREGEN)
549         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
550
551
552     if(time > raptor.delay)
553     if(player.BUTTON_ATCK2)
554     {
555         raptor_bombdrop();
556         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
557         raptor.lip   = time;
558     }
559
560     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
561     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
562
563     VEHICLE_UPDATE_PLAYER(health, raptor);
564     VEHICLE_UPDATE_PLAYER(energy, raptor);
565     if(self.vehicle_flags & VHF_HASSHIELD)
566         VEHICLE_UPDATE_PLAYER(shield, raptor);
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("explosion_big"), 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     self.nextthink = 0;
591 }
592
593 void raptor_diethink()
594 {
595     //self.avelocity += '0 0.5 1' * (random() * 5);
596     //self.avelocity -= '0 0.5 1' * (random() * 5);
597
598     if(random() < 0.1)
599     {
600         sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
601         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
602     }
603     self.nextthink = time + 0.1;
604 }
605
606 void raptor_die()
607 {
608     self.health       = 0;
609     self.event_damage = SUB_Null;
610     self.iscreature   = FALSE;
611     self.solid        = SOLID_CORPSE;
612     self.takedamage   = DAMAGE_NO;
613     self.deadflag     = DEAD_DYING;
614     self.movetype     = MOVETYPE_BOUNCE;
615     self.think        = raptor_diethink;
616     self.nextthink    = time;
617     
618     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
619
620     self.velocity_z += 600;
621
622     self.avelocity = '0 0.5 1' * (random() * 400);
623     self.avelocity -= '0 0.5 1' * (random() * 400);
624
625     self.colormod = '-0.5 -0.5 -0.5';
626         self.touch     = raptor_blowup;
627 }
628
629 void raptor_spawn()
630 {
631     self.frame          = 0;
632     self.vehicle_health = autocvar_g_vehicle_raptor_health;
633     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
634     self.movetype       = MOVETYPE_TOSS;
635     self.solid          = SOLID_SLIDEBOX;
636     self.vehicle_energy = 1;
637
638     self.bomb1.gun1.avelocity_y = 90;
639     self.bomb1.gun2.avelocity_y = -90;
640
641     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
642     self.delay = time;
643 }
644
645 // If we dont do this ever now and then, the raptors rotors
646 // stop working, presumably due to angle overflow. cute.
647 void raptor_rotor_anglefix()
648 {
649     self.gun1.angles_y = anglemods(self.gun1.angles_y);
650     self.gun2.angles_y = anglemods(self.gun2.angles_y);
651     self.nextthink = time + 15;
652 }
653
654 void raptor_dinit()
655 {
656     entity spinner;
657     vector ofs;
658
659     if not (vehicle_initialize(
660              "Raptor",
661              "models/vehicles/raptor.dpm",
662              "",
663              "models/vehicles/raptor_cockpit.dpm",
664              "", "tag_hud", "tag_camera",
665              HUD_RAPTOR,
666              RAPTOR_MIN, RAPTOR_MAX,
667              FALSE,
668              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
669              raptor_frame,
670              raptor_enter, raptor_exit,
671              raptor_die,   raptor_think,
672              FALSE))
673     {
674         remove(self);
675         return;
676     }
677
678     //FIXME: Camera is in a bad place in HUD model.
679     //setorigin(self.vehicle_viewport, '25 0 5');
680
681     self.frame = 0;
682
683     self.bomb1 = spawn();
684     self.bomb2 = spawn();
685     self.gun1  = spawn();
686     self.gun2  = spawn();
687
688     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
689     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
690     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
691     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
692     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
693
694     setattachment(self.bomb1, self,"bombmount_left");
695     setattachment(self.bomb2, self,"bombmount_right");
696     setattachment(self.tur_head, self,"root");
697
698
699     // FIXME Guns mounts to angled bones
700     self.bomb1.angles = self.angles;
701     self.angles = '0 0 0';
702     // This messes up gun-aim, so work arround it.
703     //setattachment(self.gun1, self, "gunmount_left");
704     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
705     ofs -= self.origin;
706     setattachment(self.gun1, self, "");
707     setorigin(self.gun1, ofs);
708
709     //setattachment(self.gun2, self, "gunmount_right");
710     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
711     ofs -= self.origin;
712     setattachment(self.gun2, self, "");
713     setorigin(self.gun2, ofs);
714
715     self.angles = self.bomb1.angles;
716     self.bomb1.angles = '0 0 0';
717
718     spinner = spawn();
719     spinner.owner = self;
720     setmodel(spinner,"models/vehicles/spinner.dpm");
721     setattachment(spinner, self, "engine_left");
722     spinner.movetype = MOVETYPE_NOCLIP;
723     spinner.avelocity = '0 90 0';
724     self.bomb1.gun1 = spinner;
725
726     spinner = spawn();
727     spinner.owner = self;
728     setmodel(spinner,"models/vehicles/spinner.dpm");
729     setattachment(spinner, self, "engine_right");
730     spinner.movetype = MOVETYPE_NOCLIP;
731     spinner.avelocity = '0 -90 0';
732     self.bomb1.gun2 = spinner;
733
734     // Sigh.
735     self.bomb1.think = raptor_rotor_anglefix;
736     self.bomb1.nextthink = time;
737
738     self.mass               = 1 ;
739 }
740
741 void spawnfunc_vehicle_raptor()
742 {
743     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
744     
745     if(autocvar_g_vehicle_raptor_shield)
746         self.vehicle_flags |= VHF_HASSHIELD;
747
748     if(autocvar_g_vehicle_raptor_shield_regen)
749         self.vehicle_flags |= VHF_SHIELDREGEN;
750
751     if(autocvar_g_vehicle_raptor_health_regen)
752         self.vehicle_flags |= VHF_HEALTHREGEN;
753
754     if(autocvar_g_vehicle_raptor_energy_regen)
755         self.vehicle_flags |= VHF_ENERGYREGEN;
756
757     precache_model ("models/vehicles/raptor.dpm");
758     precache_model ("models/vehicles/raptor_gun.dpm");
759     precache_model ("models/vehicles/spinner.dpm");
760     precache_model ("models/vehicles/raptor_cockpit.dpm");
761     precache_model ("models/vehicles/clusterbomb.md3");
762     precache_model ("models/vehicles/clusterbomb_folded.md3");
763     precache_model ("models/vehicles/raptor_body.dpm");
764     
765     precache_sound ("vehicles/raptor_fly.wav");
766     precache_sound ("vehicles/raptor_speed.wav");
767     precache_sound ("");
768     
769     self.think = raptor_dinit;
770     self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
771 }
772 #endif // SVQC