#define VEHICLE_RAPTOR
#include "raptor.qh"
-#include "raptor_weapons.qc"
+#include "raptor_weapons.qh"
CLASS(Raptor, Vehicle)
/* spawnflags */ ATTRIB(Raptor, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL);
/* mins */ ATTRIB(Raptor, mins, vector, '-80 -80 0');
/* maxs */ ATTRIB(Raptor, maxs, vector, '80 80 70');
+/* view offset*/ ATTRIB(Raptor, view_ofs, vector, '0 0 160');
+/* view dist */ ATTRIB(Raptor, height, float, 200);
/* model */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm");
/* model */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm");
/* head_model */ ATTRIB(Raptor, head_model, string, "");
#ifdef IMPLEMENTATION
-#include "raptor_weapons.qc"
-
#ifdef SVQC
-bool autocvar_g_vehicle_raptor;
+bool autocvar_g_vehicle_raptor = true;
+
+float autocvar_g_vehicle_raptor_respawntime = 40;
+float autocvar_g_vehicle_raptor_takeofftime = 1.5;
-float autocvar_g_vehicle_raptor_respawntime;
-float autocvar_g_vehicle_raptor_takeofftime;
+// 0: go where player aims, +forward etc relative to aim angles
+// 1: ignore aim for up/down movement. +forward always moved forward, +jump always moves up
+int autocvar_g_vehicle_raptor_movestyle = 1;
+float autocvar_g_vehicle_raptor_turnspeed = 200;
+float autocvar_g_vehicle_raptor_pitchspeed = 50;
+float autocvar_g_vehicle_raptor_pitchlimit = 45;
-float autocvar_g_vehicle_raptor_movestyle;
-float autocvar_g_vehicle_raptor_turnspeed;
-float autocvar_g_vehicle_raptor_pitchspeed;
-float autocvar_g_vehicle_raptor_pitchlimit;
+float autocvar_g_vehicle_raptor_speed_forward = 1700;
+float autocvar_g_vehicle_raptor_speed_strafe = 900;
+float autocvar_g_vehicle_raptor_speed_up = 1700;
+float autocvar_g_vehicle_raptor_speed_down = 1700;
+float autocvar_g_vehicle_raptor_friction = 2;
-float autocvar_g_vehicle_raptor_speed_forward;
-float autocvar_g_vehicle_raptor_speed_strafe;
-float autocvar_g_vehicle_raptor_speed_up;
-float autocvar_g_vehicle_raptor_speed_down;
-float autocvar_g_vehicle_raptor_friction;
+bool autocvar_g_vehicle_raptor_swim = false;
-float autocvar_g_vehicle_raptor_cannon_turnspeed;
-float autocvar_g_vehicle_raptor_cannon_turnlimit;
-float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
-float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
+float autocvar_g_vehicle_raptor_cannon_turnspeed = 120;
+float autocvar_g_vehicle_raptor_cannon_turnlimit = 20;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_up = 12;
+float autocvar_g_vehicle_raptor_cannon_pitchlimit_down = 32;
-float autocvar_g_vehicle_raptor_cannon_locktarget;
-float autocvar_g_vehicle_raptor_cannon_locking_time;
-float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
-float autocvar_g_vehicle_raptor_cannon_locked_time;
-float autocvar_g_vehicle_raptor_cannon_predicttarget;
+float autocvar_g_vehicle_raptor_cannon_locktarget = 0;
+float autocvar_g_vehicle_raptor_cannon_locking_time = 0.2;
+float autocvar_g_vehicle_raptor_cannon_locking_releasetime = 0.45;
+float autocvar_g_vehicle_raptor_cannon_locked_time = 1;
+float autocvar_g_vehicle_raptor_cannon_predicttarget = 1;
-float autocvar_g_vehicle_raptor_energy;
-float autocvar_g_vehicle_raptor_energy_regen;
-float autocvar_g_vehicle_raptor_energy_regen_pause;
+float autocvar_g_vehicle_raptor_energy = 100;
+float autocvar_g_vehicle_raptor_energy_regen = 25;
+float autocvar_g_vehicle_raptor_energy_regen_pause = 0.25;
-float autocvar_g_vehicle_raptor_health;
-float autocvar_g_vehicle_raptor_health_regen;
-float autocvar_g_vehicle_raptor_health_regen_pause;
+float autocvar_g_vehicle_raptor_health = 150;
+float autocvar_g_vehicle_raptor_health_regen = 0;
+float autocvar_g_vehicle_raptor_health_regen_pause = 0;
-float autocvar_g_vehicle_raptor_shield;
-float autocvar_g_vehicle_raptor_shield_regen;
-float autocvar_g_vehicle_raptor_shield_regen_pause;
+float autocvar_g_vehicle_raptor_shield = 75;
+float autocvar_g_vehicle_raptor_shield_regen = 25;
+float autocvar_g_vehicle_raptor_shield_regen_pause = 1.5;
-float autocvar_g_vehicle_raptor_bouncefactor;
-float autocvar_g_vehicle_raptor_bouncestop;
-vector autocvar_g_vehicle_raptor_bouncepain;
+float autocvar_g_vehicle_raptor_bouncefactor = 0.2;
+float autocvar_g_vehicle_raptor_bouncestop = 0;
+vector autocvar_g_vehicle_raptor_bouncepain = '1 4 1000';
.entity bomb1;
.entity bomb2;
-float raptor_altitude(float amax)
-{SELFPARAM();
- tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
- return vlen(self.origin - trace_endpos);
-}
-
-void raptor_land()
-{SELFPARAM();
+void raptor_land(entity this)
+{
float hgt;
- hgt = raptor_altitude(512);
- self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
- self.angles_x *= 0.95;
- self.angles_z *= 0.95;
+ hgt = vehicle_altitude(this, 512);
+ this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
+ this.angles_x *= 0.95;
+ this.angles_z *= 0.95;
- if(hgt < 128)
- if(hgt > 0)
- self.frame = (hgt / 128) * 25;
+ if(hgt < 128 && hgt > 0)
+ this.frame = (hgt / 128) * 25;
- self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
- self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
+ this.bomb1.gun1.avelocity_y = 90 + ((this.frame / 25) * 2000);
+ this.bomb1.gun2.avelocity_y = -this.bomb1.gun1.avelocity_y;
if(hgt < 16)
{
- self.movetype = MOVETYPE_TOSS;
- self.think = vehicles_think;
- self.frame = 0;
+ set_movetype(this, MOVETYPE_TOSS);
+ setthink(this, vehicles_think);
+ this.frame = 0;
}
- self.nextthink = time;
+ this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
-void raptor_exit(float eject)
-{SELFPARAM();
- vector spot;
- self.tur_head.exteriormodeltoclient = world;
+void raptor_exit(entity this, int eject)
+{
+ this.tur_head.exteriormodeltoclient = NULL;
- if(self.deadflag == DEAD_NO)
+ if(!IS_DEAD(this))
{
- self.think = raptor_land;
- self.nextthink = time;
+ setthink(this, raptor_land);
+ this.nextthink = time;
}
- if(!self.owner)
+ if(!this.owner)
return;
- makevectors(self.angles);
+ makevectors(this.angles);
+ vector spot;
if(eject)
{
- spot = self.origin + v_forward * 100 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
- setorigin(self.owner , spot);
- self.owner.velocity = (v_up + v_forward * 0.25) * 750;
- self.owner.oldvelocity = self.owner.velocity;
+ spot = this.origin + v_forward * 100 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
+ setorigin(this.owner , spot);
+ this.owner.velocity = (v_up + v_forward * 0.25) * 750;
+ this.owner.oldvelocity = this.owner.velocity;
}
else
{
- if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
+ if(vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed))
{
- self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
- self.owner.velocity_z += 200;
- spot = self.origin + v_forward * 32 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2;
+ this.owner.velocity_z += 200;
+ spot = this.origin + v_forward * 32 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
}
else
{
- self.owner.velocity = self.velocity * 0.5;
- self.owner.velocity_z += 10;
- spot = self.origin - v_forward * 200 + '0 0 64';
- spot = vehicles_findgoodexit(spot);
+ this.owner.velocity = this.velocity * 0.5;
+ this.owner.velocity_z += 10;
+ spot = this.origin - v_forward * 200 + '0 0 64';
+ spot = vehicles_findgoodexit(this, spot);
}
- self.owner.oldvelocity = self.owner.velocity;
- setorigin(self.owner , spot);
+ this.owner.oldvelocity = this.owner.velocity;
+ setorigin(this.owner , spot);
}
- antilag_clear(self.owner);
- self.owner = world;
+ antilag_clear(this.owner, CS(this.owner));
+ this.owner = NULL;
}
-float raptor_frame()
-{SELFPARAM();
- entity player, raptor;
- float ftmp = 0;
- vector df;
+bool raptor_frame(entity this)
+{
+ entity vehic = this.vehicle;
+ return = true;
if(intermission_running)
{
- self.vehicle.velocity = '0 0 0';
- self.vehicle.avelocity = '0 0 0';
- return 1;
+ vehic.velocity = '0 0 0';
+ vehic.avelocity = '0 0 0';
+ return;
}
- player = self;
- raptor = self.vehicle;
- setself(raptor);
+ vehicles_frame(vehic, this);
- vehicles_painframe();
/*
- ftmp = vlen(self.velocity);
+ ftmp = vlen(vehic.velocity);
if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
ftmp = 1;
else
ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
*/
- if(self.sound_nexttime < time)
+ if(vehic.sound_nexttime < time)
{
- self.sound_nexttime = time + 7.955812;
- //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
- sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
- self.wait = ftmp;
+ vehic.sound_nexttime = time + 7.955812;
+ //sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
+ sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
+ vehic.wait = 0;
}
/*
- else if(fabs(ftmp - self.wait) > 0.2)
+ else if(fabs(ftmp - vehic.wait) > 0.2)
{
- sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
- sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
- self.wait = ftmp;
+ sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
+ sound (vehic, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
+ vehic.wait = ftmp;
}
*/
- if(raptor.deadflag != DEAD_NO)
+ if(IS_DEAD(vehic))
{
- setself(player);
- player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
- return 1;
+ PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
+ return;
}
- crosshair_trace(player);
+ crosshair_trace(this);
- //if(time - self.lastteleporttime < 1)
+ //if(time - vehic.lastteleporttime < 1)
//{
- if(raptor.angles_z > 50 || raptor.angles_z < -50)
+ if(vehic.angles_z > 50 || vehic.angles_z < -50)
{
- if(player.BUTTON_JUMP)
+ if(PHYS_INPUT_BUTTON_JUMP(this))
{
- player.BUTTON_CROUCH = true;
- player.BUTTON_JUMP = false;
+ PHYS_INPUT_BUTTON_CROUCH(this) = true;
+ PHYS_INPUT_BUTTON_JUMP(this) = false;
}
}
//}
vector vang;
- vang = raptor.angles;
- df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+ vang = vehic.angles;
+ vector df = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
vang_x *= -1;
df_x *= -1;
if(df_x > 180) df_x -= 360;
if(df_y > 180) df_y -= 360;
if(df_y < -180) df_y += 360;
- ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
+ float ftmp = shortangle_f(this.v_angle_y - vang_y, vang_y);
if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
- raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
+ vehic.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
// Pitch
ftmp = 0;
- if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
- else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
+ if(this.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
+ else if(this.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
- raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
+ vehic.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
- raptor.angles_x = anglemods(raptor.angles_x);
- raptor.angles_y = anglemods(raptor.angles_y);
- raptor.angles_z = anglemods(raptor.angles_z);
+ vehic.angles_x = anglemods(vehic.angles_x);
+ vehic.angles_y = anglemods(vehic.angles_y);
+ vehic.angles_z = anglemods(vehic.angles_z);
if(autocvar_g_vehicle_raptor_movestyle == 1)
- makevectors('0 1 0' * raptor.angles_y);
+ makevectors('0 1 0' * vehic.angles_y);
else
- makevectors(player.v_angle);
+ makevectors(this.v_angle);
- df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
+ df = vehic.velocity * -autocvar_g_vehicle_raptor_friction;
- if(player.movement_x != 0)
+ if(this.movement_x != 0)
{
- if(player.movement_x > 0)
+ if(this.movement_x > 0)
df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
- else if(player.movement_x < 0)
+ else if(this.movement_x < 0)
df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
}
- if(player.movement_y != 0)
+ if(this.movement_y != 0)
{
- if(player.movement_y < 0)
+ if(this.movement_y < 0)
df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
- else if(player.movement_y > 0)
+ else if(this.movement_y > 0)
df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
- raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
+ vehic.angles_z = bound(-30,vehic.angles_z + (this.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
}
else
{
- raptor.angles_z *= 0.95;
- if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
- raptor.angles_z = 0;
+ vehic.angles_z *= 0.95;
+ if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
+ vehic.angles_z = 0;
}
- if(player.BUTTON_CROUCH)
+ if(PHYS_INPUT_BUTTON_CROUCH(this))
df -= v_up * autocvar_g_vehicle_raptor_speed_down;
- else if (player.BUTTON_JUMP)
+ else if (PHYS_INPUT_BUTTON_JUMP(this))
df += v_up * autocvar_g_vehicle_raptor_speed_up;
- raptor.velocity += df * frametime;
- player.velocity = player.movement = raptor.velocity;
- setorigin(player, raptor.origin + '0 0 32');
+ vehic.velocity += df * frametime;
+ this.velocity = this.movement = vehic.velocity;
+ setorigin(this, vehic.origin + '0 0 32');
- player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
+ this.vehicle_weapon2mode = vehic.vehicle_weapon2mode;
vector vf, ad;
// Target lock & predict
if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
{
- if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
- raptor.gun1.enemy = world;
+ if(vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy))
+ vehic.gun1.enemy = NULL;
if(trace_ent)
- if(trace_ent.movetype)
+ if(trace_ent.move_movetype)
if(trace_ent.takedamage)
- if(!trace_ent.deadflag)
+ if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
{
if(teamplay)
{
- if(trace_ent.team != player.team)
+ if(trace_ent.team != this.team)
{
- raptor.gun1.enemy = trace_ent;
- raptor.gun1.lock_time = time + 5;
+ vehic.gun1.enemy = trace_ent;
+ vehic.gun1.lock_time = time + 5;
}
}
else
{
- raptor.gun1.enemy = trace_ent;
- raptor.gun1.lock_time = time + 0.5;
+ vehic.gun1.enemy = trace_ent;
+ vehic.gun1.lock_time = time + 0.5;
}
}
- if(raptor.gun1.enemy)
+ if(vehic.gun1.enemy)
{
float distance, impact_time;
- vf = real_origin(raptor.gun1.enemy);
- UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
- vector _vel = raptor.gun1.enemy.velocity;
- if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
+ vf = real_origin(vehic.gun1.enemy);
+ UpdateAuxiliaryXhair(this, vf, '1 0 0', 1);
+ vector _vel = vehic.gun1.enemy.velocity;
+ if(vehic.gun1.enemy.move_movetype == MOVETYPE_WALK)
_vel_z *= 0.1;
if(autocvar_g_vehicle_raptor_cannon_predicttarget)
{
ad = vf;
- distance = vlen(ad - player.origin);
+ distance = vlen(ad - this.origin);
impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
ad = vf + _vel * impact_time;
trace_endpos = ad;
else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
{
- vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
+ vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
(1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
autocvar_g_vehicle_raptor_cannon_locked_time);
- if(self.lock_target != world)
+ if(vehic.lock_target != NULL)
if(autocvar_g_vehicle_raptor_cannon_predicttarget)
- if(self.lock_strength == 1)
+ if(vehic.lock_strength == 1)
{
float i, distance, impact_time;
- vf = real_origin(raptor.lock_target);
+ vf = real_origin(vehic.lock_target);
ad = vf;
for(i = 0; i < 4; ++i)
{
- distance = vlen(ad - raptor.origin);
+ distance = vlen(ad - vehic.origin);
impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
- ad = vf + raptor.lock_target.velocity * impact_time;
+ ad = vf + vehic.lock_target.velocity * impact_time;
}
trace_endpos = ad;
}
- if(self.lock_target)
+ if(vehic.lock_target)
{
- if(raptor.lock_strength == 1)
- UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
- else if(self.lock_strength > 0.5)
- UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
- else if(self.lock_strength < 0.5)
- UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
+ if(vehic.lock_strength == 1)
+ UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 1);
+ else if(vehic.lock_strength > 0.5)
+ UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 1);
+ else if(vehic.lock_strength < 0.5)
+ UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 1);
}
}
- vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
+ vehicle_aimturret(vehic, trace_endpos, vehic.gun1, "fire1",
autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
- vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
+ vehicle_aimturret(vehic, trace_endpos, vehic.gun2, "fire1",
autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
/*
ad = ad * 0.5;
v_forward = vf * 0.5;
- traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
- UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
+ traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, vehic);
+ UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0);
*/
Weapon wep1 = WEP_RAPTOR;
- if(!forbidWeaponUse(player))
- if(player.BUTTON_ATCK)
- if (wep1.wr_checkammo1(wep1))
+ if(!forbidWeaponUse(this))
+ if(PHYS_INPUT_BUTTON_ATCK(this))
+ if (wep1.wr_checkammo1(wep1, vehic))
{
- wep1.wr_think(wep1, self, true, false);
+ .entity weaponentity = weaponentities[0];
+ wep1.wr_think(wep1, vehic, weaponentity, 1);
}
- if(self.vehicle_flags & VHF_SHIELDREGEN)
- vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
+ if(vehic.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
- if(self.vehicle_flags & VHF_HEALTHREGEN)
- vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
+ if(vehic.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
- if(self.vehicle_flags & VHF_ENERGYREGEN)
- vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
+ if(vehic.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
Weapon wep2a = WEP_RAPTOR_BOMB;
- if(!forbidWeaponUse(player))
- if(raptor.vehicle_weapon2mode == RSM_BOMB)
+ if(!forbidWeaponUse(this))
+ if(vehic.vehicle_weapon2mode == RSM_BOMB)
{
- if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
- if(player.BUTTON_ATCK2)
+ if(time > vehic.lip + autocvar_g_vehicle_raptor_bombs_refire)
+ if(PHYS_INPUT_BUTTON_ATCK2(this))
{
- wep2a.wr_think(wep2a, self, false, true);
- raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
- raptor.lip = time;
+ .entity weaponentity = weaponentities[1];
+ wep2a.wr_think(wep2a, vehic, weaponentity, 2);
+ vehic.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ vehic.lip = time;
}
}
else
{
Weapon wep2b = WEP_RAPTOR_FLARE;
- if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
- if(player.BUTTON_ATCK2)
+ if(time > vehic.lip + autocvar_g_vehicle_raptor_flare_refire)
+ if(PHYS_INPUT_BUTTON_ATCK2(this))
{
- wep2b.wr_think(wep2b, self, false, true);
- raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
- raptor.lip = time;
+ .entity weaponentity = weaponentities[1];
+ wep2b.wr_think(wep2b, vehic, weaponentity, 2);
+ vehic.delay = time + autocvar_g_vehicle_raptor_flare_refire;
+ vehic.lip = time;
}
}
- raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
- player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
- player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
+ vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
+ this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
+ this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
- if(self.bomb1.cnt < time)
+ if(vehic.bomb1.cnt < time)
{
- entity _missile = findchainentity(enemy, raptor);
- float _incomming = 0;
- while(_missile)
+ bool incoming = false;
+ FOREACH_ENTITY_ENT(enemy, vehic,
{
- if(_missile.flags & FL_PROJECTILE)
- if(MISSILE_IS_TRACKING(_missile))
- if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
- ++_incomming;
+ if(it.flags & FL_PROJECTILE)
+ if(MISSILE_IS_TRACKING(it))
+ if(vdist(vehic.origin - it.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
+ {
+ incoming = true;
+ break;
+ }
+ });
- _missile = _missile.chain;
+ if(incoming)
+ {
+ msg_entity = this;
+ soundto(MSG_ONE, vehic, CH_PAIN_SINGLE, SND(VEH_MISSILE_ALARM), VOL_BASE, ATTEN_NONE);
}
- if(_incomming)
- sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
-
- self.bomb1.cnt = time + 1;
+ vehic.bomb1.cnt = time + 1;
}
- VEHICLE_UPDATE_PLAYER(player, health, raptor);
- VEHICLE_UPDATE_PLAYER(player, energy, raptor);
- if(self.vehicle_flags & VHF_HASSHIELD)
- VEHICLE_UPDATE_PLAYER(player, shield, raptor);
+ VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor);
+ VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
+ if(vehic.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
- player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
-
- setself(player);
- return 1;
+ PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
}
-float raptor_takeoff()
-{SELFPARAM();
- entity player, raptor;
-
- player = self;
- raptor = self.vehicle;
- setself(raptor);
+bool raptor_takeoff(entity this)
+{
+ entity vehic = this.vehicle;
+ return = true;
- self.nextthink = time;
- CSQCMODEL_AUTOUPDATE(self);
- self.nextthink = 0; // will this work?
+ vehic.nextthink = time;
+ CSQCMODEL_AUTOUPDATE(vehic);
+ vehic.nextthink = 0; // will this work?
- if(self.sound_nexttime < time)
+ if(vehic.sound_nexttime < time)
{
- self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
- sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
+ vehic.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
+ sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
}
// Takeoff sequense
- if(raptor.frame < 25)
+ if(vehic.frame < 25)
{
- raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
- raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
- self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
- self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
- player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+ vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
+ vehic.velocity_z = min(vehic.velocity_z * 1.5, 256);
+ vehic.bomb1.gun1.avelocity_y = 90 + ((vehic.frame / 25) * 25000);
+ vehic.bomb1.gun2.avelocity_y = -vehic.bomb1.gun1.avelocity_y;
+ PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
- setorigin(player, raptor.origin + '0 0 32');
+ setorigin(this, vehic.origin + '0 0 32');
}
else
- player.PlayerPhysplug = raptor_frame;
+ this.PlayerPhysplug = raptor_frame;
- if(self.vehicle_flags & VHF_SHIELDREGEN)
- vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
+ if(vehic.vehicle_flags & VHF_SHIELDREGEN)
+ vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true);
- if(self.vehicle_flags & VHF_HEALTHREGEN)
- vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
+ if(vehic.vehicle_flags & VHF_HEALTHREGEN)
+ vehicles_regen(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false);
- if(self.vehicle_flags & VHF_ENERGYREGEN)
- vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
+ if(vehic.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false);
- raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
- player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
- player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
+ vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
+ this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
+ this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
- VEHICLE_UPDATE_PLAYER(player, health, raptor);
- VEHICLE_UPDATE_PLAYER(player, energy, raptor);
- if(self.vehicle_flags & VHF_HASSHIELD)
- VEHICLE_UPDATE_PLAYER(player, shield, raptor);
+ VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor);
+ VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
+ if(vehic.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
- player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
- setself(player);
- return 1;
+ PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
}
-void raptor_blowup()
-{SELFPARAM();
- self.deadflag = DEAD_DEAD;
- self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
-
- self.alpha = -1;
- self.movetype = MOVETYPE_NONE;
- self.effects = EF_NODRAW;
- self.colormod = '0 0 0';
- self.avelocity = '0 0 0';
- self.velocity = '0 0 0';
-
- setorigin(self, self.pos1);
- self.touch = func_null;
- self.nextthink = 0;
+void raptor_blowup(entity this, entity toucher)
+{
+ this.deadflag = DEAD_DEAD;
+ this.vehicle_exit(this, VHEF_NORMAL);
+ RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, NULL);
+
+ this.alpha = -1;
+ set_movetype(this, MOVETYPE_NONE);
+ this.effects = EF_NODRAW;
+ this.colormod = '0 0 0';
+ this.avelocity = '0 0 0';
+ this.velocity = '0 0 0';
+
+ setorigin(this, this.pos1);
+ settouch(this, func_null);
+ this.nextthink = 0;
}
-void raptor_diethink()
-{SELFPARAM();
- if(time >= self.wait)
- self.think = raptor_blowup;
+void raptor_diethink(entity this)
+{
+ if(time >= this.wait)
+ {
+ raptor_blowup(this, NULL);
+ return;
+ }
if(random() < 0.05)
{
- sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
}
- self.nextthink = time;
+ this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
// If we dont do this ever now and then, the raptors rotors
// stop working, presumably due to angle overflow. cute.
-void raptor_rotor_anglefix()
-{SELFPARAM();
- self.gun1.angles_y = anglemods(self.gun1.angles_y);
- self.gun2.angles_y = anglemods(self.gun2.angles_y);
- self.nextthink = time + 15;
+void raptor_rotor_anglefix(entity this)
+{
+ this.gun1.angles_y = anglemods(this.gun1.angles_y);
+ this.gun2.angles_y = anglemods(this.gun2.angles_y);
+ this.nextthink = time + 15;
}
-float raptor_impulse(float _imp)
-{SELFPARAM();
+bool raptor_impulse(entity this, int _imp)
+{
switch(_imp)
{
- case 1:
- self.vehicle.vehicle_weapon2mode = RSM_BOMB;
- CSQCVehicleSetup(self, 0);
+ case IMP_weapon_group_1.impulse:
+ this.vehicle.vehicle_weapon2mode = RSM_BOMB;
+ CSQCVehicleSetup(this, 0);
return true;
- case 2:
- self.vehicle.vehicle_weapon2mode = RSM_FLARE;
- CSQCVehicleSetup(self, 0);
+ case IMP_weapon_group_2.impulse:
+ this.vehicle.vehicle_weapon2mode = RSM_FLARE;
+ CSQCVehicleSetup(this, 0);
return true;
- case 10:
- case 15:
- case 18:
- self.vehicle.vehicle_weapon2mode += 1;
- if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
- self.vehicle.vehicle_weapon2mode = RSM_FIRST;
+ case IMP_weapon_next_byid.impulse:
+ case IMP_weapon_next_bypriority.impulse:
+ case IMP_weapon_next_bygroup.impulse:
+ this.vehicle.vehicle_weapon2mode += 1;
+ if(this.vehicle.vehicle_weapon2mode > RSM_LAST)
+ this.vehicle.vehicle_weapon2mode = RSM_FIRST;
- CSQCVehicleSetup(self, 0);
+ CSQCVehicleSetup(this, 0);
return true;
- case 11:
- case 12:
- case 16:
- case 19:
- self.vehicle.vehicle_weapon2mode -= 1;
- if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
- self.vehicle.vehicle_weapon2mode = RSM_LAST;
-
- CSQCVehicleSetup(self, 0);
+ case IMP_weapon_last.impulse:
+ case IMP_weapon_prev_byid.impulse:
+ case IMP_weapon_prev_bypriority.impulse:
+ case IMP_weapon_prev_bygroup.impulse:
+ this.vehicle.vehicle_weapon2mode -= 1;
+ if(this.vehicle.vehicle_weapon2mode < RSM_FIRST)
+ this.vehicle.vehicle_weapon2mode = RSM_LAST;
+
+ CSQCVehicleSetup(this, 0);
return true;
/*
- case 17: // toss gun, could be used to exit?
+ case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
break;
- case 20: // Manual minigun reload?
+ case IMP_weapon_reload.impulse: // Manual minigun reload?
break;
*/
}
spawnfunc(vehicle_raptor)
{
- if(!autocvar_g_vehicle_raptor) { remove(self); return; }
- if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
+ if(!autocvar_g_vehicle_raptor) { delete(this); return; }
+ if(!vehicle_initialize(this, VEH_RAPTOR, false)) { delete(this); return; }
}
- METHOD(Raptor, vr_impact, void(Raptor thisveh))
- {
- if(autocvar_g_vehicle_raptor_bouncepain)
- vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
- }
- METHOD(Raptor, vr_enter, void(Raptor thisveh))
- {
- self.vehicle_weapon2mode = RSM_BOMB;
- self.owner.PlayerPhysplug = raptor_takeoff;
- self.movetype = MOVETYPE_BOUNCEMISSILE;
- self.solid = SOLID_SLIDEBOX;
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
- self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
- self.tur_head.exteriormodeltoclient = self.owner;
-
- self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
- self.lip = time;
-
- if(self.owner.flagcarried)
- setorigin(self.owner.flagcarried, '-20 0 96');
-
- CSQCVehicleSetup(self.owner, 0);
- }
- METHOD(Raptor, vr_death, void(Raptor thisveh))
- {
- self.health = 0;
- self.event_damage = func_null;
- self.solid = SOLID_CORPSE;
- self.takedamage = DAMAGE_NO;
- self.deadflag = DEAD_DYING;
- self.movetype = MOVETYPE_BOUNCE;
- self.think = raptor_diethink;
- self.nextthink = time;
- self.wait = time + 5 + (random() * 5);
-
- Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1);
-
- self.velocity_z += 600;
-
- self.avelocity = '0 0.5 1' * (random() * 400);
- self.avelocity -= '0 0.5 1' * (random() * 400);
-
- self.colormod = '-0.5 -0.5 -0.5';
- self.touch = raptor_blowup;
- }
- METHOD(Raptor, vr_spawn, void(Raptor thisveh))
- {
- if(!self.gun1)
- {
- entity spinner;
- vector ofs;
-
- //FIXME: Camera is in a bad place in HUD model.
- //setorigin(self.vehicle_viewport, '25 0 5');
-
- self.vehicles_impulse = raptor_impulse;
-
- self.frame = 0;
-
- self.bomb1 = spawn();
- self.bomb2 = spawn();
- self.gun1 = spawn();
- self.gun2 = spawn();
-
- setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
- setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
- setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
- setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
- setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
-
- setattachment(self.bomb1, self, "bombmount_left");
- setattachment(self.bomb2, self, "bombmount_right");
- setattachment(self.tur_head, self,"root");
-
- // FIXMODEL Guns mounts to angled bones
- self.bomb1.angles = self.angles;
- self.angles = '0 0 0';
- // This messes up gun-aim, so work arround it.
- //setattachment(self.gun1, self, "gunmount_left");
- ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
- ofs -= self.origin;
- setattachment(self.gun1, self, "");
- setorigin(self.gun1, ofs);
-
- //setattachment(self.gun2, self, "gunmount_right");
- ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
- ofs -= self.origin;
- setattachment(self.gun2, self, "");
- setorigin(self.gun2, ofs);
-
- self.angles = self.bomb1.angles;
- self.bomb1.angles = '0 0 0';
-
- spinner = spawn();
- spinner.owner = self;
- setmodel(spinner, MDL_VEH_RAPTOR_PROP);
- setattachment(spinner, self, "engine_left");
- spinner.movetype = MOVETYPE_NOCLIP;
- spinner.avelocity = '0 90 0';
- self.bomb1.gun1 = spinner;
-
- spinner = spawn();
- spinner.owner = self;
- setmodel(spinner, MDL_VEH_RAPTOR_PROP);
- setattachment(spinner, self, "engine_right");
- spinner.movetype = MOVETYPE_NOCLIP;
- spinner.avelocity = '0 -90 0';
- self.bomb1.gun2 = spinner;
-
- // Sigh.
- self.bomb1.think = raptor_rotor_anglefix;
- self.bomb1.nextthink = time;
-
- self.mass = 1 ;
- }
+METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
+{
+ if(autocvar_g_vehicle_raptor_bouncepain)
+ vehicles_impact(instance, autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
+}
+METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
+{
+ instance.vehicle_weapon2mode = RSM_BOMB;
+ instance.owner.PlayerPhysplug = raptor_takeoff;
+ set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
+ instance.solid = SOLID_SLIDEBOX;
+ instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
+ instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
+ instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work
+ instance.tur_head.exteriormodeltoclient = instance.owner;
+
+ instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ instance.lip = time;
+
+ if(instance.owner.flagcarried)
+ setorigin(instance.owner.flagcarried, '-20 0 96');
+
+ CSQCVehicleSetup(instance.owner, 0);
+}
+METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
+{
+ instance.health = 0;
+ instance.event_damage = func_null;
+ instance.solid = SOLID_CORPSE;
+ instance.takedamage = DAMAGE_NO;
+ instance.deadflag = DEAD_DYING;
+ set_movetype(instance, MOVETYPE_BOUNCE);
+ setthink(instance, raptor_diethink);
+ instance.nextthink = time;
+ instance.wait = time + 5 + (random() * 5);
- self.frame = 0;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- self.movetype = MOVETYPE_TOSS;
- self.solid = SOLID_SLIDEBOX;
- self.vehicle_energy = 1;
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
- self.PlayerPhysplug = raptor_frame;
+ instance.velocity_z += 600;
- self.bomb1.gun1.avelocity_y = 90;
- self.bomb1.gun2.avelocity_y = -90;
+ instance.avelocity = '0 0.5 1' * (random() * 400);
+ instance.avelocity -= '0 0.5 1' * (random() * 400);
- self.delay = time;
+ instance.colormod = '-0.5 -0.5 -0.5';
+ settouch(instance, raptor_blowup);
+}
+METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
+{
+ if(!instance.gun1)
+ {
+ entity spinner;
+ vector ofs;
+
+ //FIXME: Camera is in a bad place in HUD model.
+ //setorigin(instance.vehicle_viewport, '25 0 5');
+
+ instance.vehicles_impulse = raptor_impulse;
+
+ instance.frame = 0;
+
+ instance.bomb1 = new(raptor_bomb);
+ instance.bomb2 = new(raptor_bomb);
+ instance.gun1 = new(raptor_gun);
+ instance.gun2 = new(raptor_gun);
+
+ setmodel(instance.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(instance.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
+ setmodel(instance.gun1, MDL_VEH_RAPTOR_GUN);
+ setmodel(instance.gun2, MDL_VEH_RAPTOR_GUN);
+ setmodel(instance.tur_head, MDL_VEH_RAPTOR_TAIL);
+
+ setattachment(instance.bomb1, instance, "bombmount_left");
+ setattachment(instance.bomb2, instance, "bombmount_right");
+ setattachment(instance.tur_head, instance,"root");
+
+ // FIXMODEL Guns mounts to angled bones
+ instance.bomb1.angles = instance.angles;
+ instance.angles = '0 0 0';
+ // This messes up gun-aim, so work arround it.
+ //setattachment(instance.gun1, instance, "gunmount_left");
+ ofs = gettaginfo(instance, gettagindex(instance, "gunmount_left"));
+ ofs -= instance.origin;
+ setattachment(instance.gun1, instance, "");
+ setorigin(instance.gun1, ofs);
+
+ //setattachment(instance.gun2, instance, "gunmount_right");
+ ofs = gettaginfo(instance, gettagindex(instance, "gunmount_right"));
+ ofs -= instance.origin;
+ setattachment(instance.gun2, instance, "");
+ setorigin(instance.gun2, ofs);
+
+ instance.angles = instance.bomb1.angles;
+ instance.bomb1.angles = '0 0 0';
+
+ spinner = new(raptor_spinner);
+ spinner.owner = instance;
+ setmodel(spinner, MDL_VEH_RAPTOR_PROP);
+ setattachment(spinner, instance, "engine_left");
+ set_movetype(spinner, MOVETYPE_NOCLIP);
+ spinner.avelocity = '0 90 0';
+ instance.bomb1.gun1 = spinner;
+
+ spinner = new(raptor_spinner);
+ spinner.owner = instance;
+ setmodel(spinner, MDL_VEH_RAPTOR_PROP);
+ setattachment(spinner, instance, "engine_right");
+ set_movetype(spinner, MOVETYPE_NOCLIP);
+ spinner.avelocity = '0 -90 0';
+ instance.bomb1.gun2 = spinner;
+
+ // Sigh.
+ setthink(instance.bomb1, raptor_rotor_anglefix);
+ instance.bomb1.nextthink = time;
+
+ instance.mass = 1 ;
+ }
+
+ instance.frame = 0;
+ instance.vehicle_health = autocvar_g_vehicle_raptor_health;
+ instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ set_movetype(instance, MOVETYPE_TOSS);
+ instance.solid = SOLID_SLIDEBOX;
+ instance.vehicle_energy = 1;
+
+ if(!autocvar_g_vehicle_raptor_swim)
+ instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
+
+ instance.PlayerPhysplug = raptor_frame;
+
+ instance.bomb1.gun1.avelocity_y = 90;
+ instance.bomb1.gun2.avelocity_y = -90;
+
+ instance.delay = time;
+
+ instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
+ instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
+ instance.damageforcescale = 0.25;
+ instance.vehicle_health = autocvar_g_vehicle_raptor_health;
+ instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+}
+METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
+{
+ if(autocvar_g_vehicle_raptor_shield)
+ instance.vehicle_flags |= VHF_HASSHIELD;
- self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
- self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
- self.damageforcescale = 0.25;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- }
- METHOD(Raptor, vr_setup, void(Raptor thisveh))
- {
- if(autocvar_g_vehicle_raptor_shield)
- self.vehicle_flags |= VHF_HASSHIELD;
+ if(autocvar_g_vehicle_raptor_shield_regen)
+ instance.vehicle_flags |= VHF_SHIELDREGEN;
- if(autocvar_g_vehicle_raptor_shield_regen)
- self.vehicle_flags |= VHF_SHIELDREGEN;
+ if(autocvar_g_vehicle_raptor_health_regen)
+ instance.vehicle_flags |= VHF_HEALTHREGEN;
- if(autocvar_g_vehicle_raptor_health_regen)
- self.vehicle_flags |= VHF_HEALTHREGEN;
+ if(autocvar_g_vehicle_raptor_energy_regen)
+ instance.vehicle_flags |= VHF_ENERGYREGEN;
- if(autocvar_g_vehicle_raptor_energy_regen)
- self.vehicle_flags |= VHF_ENERGYREGEN;
+ instance.vehicle_exit = raptor_exit;
+ instance.respawntime = autocvar_g_vehicle_raptor_respawntime;
+ instance.vehicle_health = autocvar_g_vehicle_raptor_health;
+ instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
+ instance.max_health = instance.vehicle_health;
- self.vehicle_exit = raptor_exit;
- self.respawntime = autocvar_g_vehicle_raptor_respawntime;
- self.vehicle_health = autocvar_g_vehicle_raptor_health;
- self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- self.max_health = self.vehicle_health;
- }
+ if(!autocvar_g_vehicle_raptor_swim)
+ instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
+}
#endif
#ifdef CSQC
- METHOD(Raptor, vr_hud, void(Raptor thisveh))
- {
- string crosshair;
-
- switch(weapon2mode)
- {
- case RSM_FLARE: crosshair = vCROSS_RAIN; break;
- case RSM_BOMB: crosshair = vCROSS_BURST; break;
- default: crosshair = vCROSS_BURST;
- }
-
- Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
- "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
- "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color,
- crosshair);
- }
- METHOD(Raptor, vr_setup, void(Raptor thisveh))
- {
- AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
- }
+METHOD(Raptor, vr_hud, void(Raptor thisveh))
+{
+ Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
+ "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
+ "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
+}
+METHOD(Raptor, vr_crosshair, void(Raptor thisveh, entity player))
+{
+ string crosshair;
+
+ switch(weapon2mode)
+ {
+ case RSM_FLARE: crosshair = vCROSS_RAIN; break;
+ case RSM_BOMB: crosshair = vCROSS_BURST; break;
+ default: crosshair = vCROSS_BURST;
+ }
+
+ vector tmpSize = '0 0 0';
+ if(weapon2mode != RSM_FLARE && !spectatee_status)
+ {
+ vector where;
+
+ if(!dropmark)
+ {
+ dropmark = spawn();
+ dropmark.owner = player;
+ dropmark.gravity = 1;
+ }
+
+ float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
+ if(reload2 == 1)
+ {
+ setorigin(dropmark, pmove_org);
+ dropmark.velocity = pmove_vel;
+ tracetoss(dropmark, player);
+
+ where = project_3d_to_2d(trace_endpos);
+
+ setorigin(dropmark, trace_endpos);
+ tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
+
+ if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
+ {
+ where.x -= tmpSize.x * 0.5;
+ where.y -= tmpSize.y * 0.5;
+ where.z = 0;
+ drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
+ drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
+ }
+ dropmark.cnt = time + 5;
+ }
+ else
+ {
+ if(dropmark.cnt > time)
+ {
+ where = project_3d_to_2d(dropmark.origin);
+ tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
+
+ if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
+ {
+ where.x -= tmpSize.x * 0.5;
+ where.y -= tmpSize.y * 0.5;
+ where.z = 0;
+ drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
+ drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
+ }
+ }
+ }
+ }
+
+ Vehicles_drawCrosshair(crosshair);
+}
+METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
+{
+ AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
+}
#endif
#endif