#define RAPTOR_MAX '80 80 70'
float autocvar_g_vehicle_raptor_respawntime;
+float autocvar_g_vehicle_raptor_takeofftime;
float autocvar_g_vehicle_raptor_movestyle;
float autocvar_g_vehicle_raptor_turnspeed;
// Takeoff sequense
if(raptor.frame < 25)
{
- raptor.frame += 0.25;
+ 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;
float raptor_frame()
{
entity player, raptor;
- float ftmp = 0, ftmp2;
+ float ftmp = 0;
vector df;
if(intermission_running)
}
}
- // Aim the gunz
- ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
- ftmp = -ftmp2;
-
- // Gun1
- df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
- //ad = df;
- //vf = v_forward;
- df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
- df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
- df = shortangle_vxy(df, raptor.gun1.angles);
-
- // Bind to aimspeed
- df_x = bound(ftmp, df_x, ftmp2);
- df_y = bound(ftmp, df_y, ftmp2);
- // Bind to limts
- 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);
- raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
-
- // Gun2
- df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
- //ad += df;
- //vf += v_forward;
- df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
- df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
- df = shortangle_vxy(df, raptor.gun2.angles);
-
- // Bind to aimspeed
- df_x = bound(ftmp, df_x, ftmp2);
- df_y = bound(ftmp, df_y, ftmp2);
- // Bind to limts
- 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);
- raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
+
+ vehicle_aimturret(raptor, trace_endpos, raptor.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",
+ 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;
setattachment(self.tur_head, self,"root");
- // FIXME Guns mounts to angled bones
+ // 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.