+#ifdef SVQC
#define RAPTOR_MIN '-80 -80 0'
#define RAPTOR_MAX '80 80 70'
float autocvar_g_vehicle_raptor_shield_regen;
float autocvar_g_vehicle_raptor_shield_regen_pause;
+float autocvar_g_vehicle_raptor_bouncefactor;
+float autocvar_g_vehicle_raptor_bouncestop;
+vector autocvar_g_vehicle_raptor_bouncepain;
+
void raptor_spawn();
float raptor_frame();
float raptor_takeoff();
.entity bomb1;
.entity bomb2;
-//#define RAPTOR_RETARDCAMERA
-
float raptor_altitude(float amax)
{
- tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
+ tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
return vlen(self.origin - trace_endpos);
}
void raptor_bomblet_boom()
{
- sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
- autocvar_g_vehicle_raptor_bomblet_radius, world,
- autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
+ autocvar_g_vehicle_raptor_bomblet_radius, world, world,
+ autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
remove(self);
}
if(self.cnt > time)
if(autocvar_g_vehicle_raptor_bomblet_alt)
{
- UpdateCSQCProjectile(self);
self.nextthink = time;
traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
- if(trace_fraction == 1.0)
- return;
-
- if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
+ if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
+ {
+ UpdateCSQCProjectile(self);
return;
+ }
}
entity bomblet;
float i;
- sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
+ Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
{
bomblet = spawn();
setorigin(bomblet, self.origin);
- //bomblet.solid = SOLID_TRIGGER;
bomblet.movetype = MOVETYPE_TOSS;
bomblet.touch = raptor_bomblet_touch;
bomblet.think = raptor_bomblet_boom;
bomblet.owner = self.owner;
bomblet.realowner = self.realowner;
bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
+
PROJECTILE_MAKETRIGGER(bomblet);
CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
}
remove(self);
}
-void raptor_bomb_touch()
-{
- raptor_bomb_burst();
-}
-
void raptor_bombdrop()
{
entity bomb_1, bomb_2;
- //self.bomb1.alpha = 0;
- //self.bomb2.alpha = 0;
-
bomb_1 = spawn();
bomb_2 = spawn();
bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
bomb_1.velocity = bomb_2.velocity = self.velocity;
- bomb_1.touch = bomb_2.touch = raptor_bomb_touch;
+ bomb_1.touch = bomb_2.touch = raptor_bomb_burst;
bomb_1.think = bomb_2.think = raptor_bomb_burst;
bomb_1.cnt = bomb_2.cnt = time + 10;
CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
-
}
void raptor_fire_cannon(entity gun, string tagname)
{
- entity bolt;
- vector b_org;
- b_org = gettaginfo(gun, gettagindex(gun, tagname));
- bolt = vehicles_projectile("raptor_cannon_impact", "weapons/laserimpact.wav", "raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
- b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
+ vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
+ gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
- DEATH_WAKIGUN, PROJECTILE_RAPTORCANNON, 0);
+ DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
}
void raptor_think()
void raptor_enter()
{
self.owner.PlayerPhysplug = raptor_takeoff;
- self.movetype = MOVETYPE_FLY;
- self.solid = SOLID_BBOX;
- self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
-
+ 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');
-#ifdef RAPTOR_RETARDCAMERA
- setorigin(self.vehicle_viewport, self.origin);
-#endif
}
void raptor_land()
-{
+{
float hgt;
-
- hgt = raptor_altitude(512);
+
+ 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;
if(hgt < 128)
- if(self.frame != 0)
- self.frame = max(self.frame - 0.25, 0);
+ if(hgt > 0)
+ self.frame = (hgt / 128) * 25;
self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
if(hgt < 16)
{
- self.movetype = MOVETYPE_TOSS;
- self.think = raptor_think;
+ self.movetype = MOVETYPE_TOSS;
+ self.think = raptor_think;
+ self.frame = 0;
}
self.nextthink = time;
void raptor_exit(float eject)
{
+ vector spot;
+ self.tur_head.exteriormodeltoclient = world;
if(self.deadflag == DEAD_NO)
{
makevectors(self.angles);
if(eject)
{
- setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
+ 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;
}
else
- setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
-
+ {
+ self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
+ self.owner.oldvelocity = self.owner.velocity;
+ spot = self.origin - v_forward * 200 + '0 0 64';
+ spot = vehicles_findgoodexit(spot);
+ setorigin(self.owner , spot);
+ }
+ antilag_clear(self.owner);
self.owner = world;
}
float raptor_takeoff()
{
entity player, raptor;
-
+
player = self;
raptor = self.vehicle;
self = raptor;
+ if(self.sound_nexttime < time)
+ {
+ self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
+ sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
+ }
// Takeoff sequense
if(raptor.frame < 25)
else
player.PlayerPhysplug = raptor_frame;
+ if(self.vehicle_flags & VHF_SHIELDREGEN)
+ 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);
+
+ if(self.vehicle_flags & VHF_HEALTHREGEN)
+ 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);
+
+ if(self.vehicle_flags & VHF_ENERGYREGEN)
+ vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
+
+
+ raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
+ player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
+
+ VEHICLE_UPDATE_PLAYER(health, raptor);
+ VEHICLE_UPDATE_PLAYER(energy, raptor);
+ if(self.vehicle_flags & VHF_HASSHIELD)
+ VEHICLE_UPDATE_PLAYER(shield, raptor);
+
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
self = player;
return 1;
}
float raptor_frame()
{
entity player, raptor;
- float ftmp, ftmp2;
+ float ftmp = 0, ftmp2;
vector df;
+
+ if(intermission_running)
+ return 1;
player = self;
raptor = self.vehicle;
self = raptor;
-
- if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
+ vehicles_painframe();
+ /*
+ ftmp = vlen(self.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)
+ {
+ self.sound_nexttime = time + 7.955812;
+ //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
+ sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);
+ self.wait = ftmp;
+ }
+ /*
+ else if(fabs(ftmp - self.wait) > 0.2)
{
- self = raptor;
- vehicles_exit(VHEF_NORMAL);
- self = player;
- return 0;
+ sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
+ sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
+ self.wait = ftmp;
}
-
+ */
+
if(raptor.deadflag != DEAD_NO)
{
self = player;
player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
return 1;
}
-
-
-
crosshair_trace(player);
-#if VEHICLES_VIEWROTATE_CROSSHAIR
- df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
- if(df_x > 180) df_x -= 360;
- if(df_x < -180) df_x += 360;
- if(df_y > 180) df_y -= 360;
- if(df_y < -180) df_y += 360;
-
- // Rotate Body
- ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
- ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
-
- // Turn
- //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
- raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
-
- // Pitch Body
- ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
- ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
-
- //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
- raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
-#else
vector vang;
vang = raptor.angles;
df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
raptor.angles_y = anglemods(raptor.angles_y);
raptor.angles_z = anglemods(raptor.angles_z);
-#endif
-
if(autocvar_g_vehicle_raptor_movestyle == 1)
makevectors('0 1 0' * raptor.angles_y);
else
makevectors(player.v_angle);
-#ifdef RAPTOR_RETARDCAMERA
- float spd, back, up;
- spd = vlen(self.velocity) + 0.01;
- back = spd / autocvar_g_vehicle_raptor_speed_forward;
- up = 1 - back;
- back = back;
- back = back * 1250;
- back += 150;
- up = up * 200;
- up = up + 100;
-
- setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
-#endif
-
df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
if(player.movement_x != 0)
raptor.velocity += df * frametime;
player.velocity = player.movement = raptor.velocity;
- setorigin(player,raptor.origin + '0 0 32');
+ setorigin(player, raptor.origin + '0 0 32');
vector vf, ad;
// Target lock & predict
ad = vf + raptor.lock_target.velocity * impact_time;
}
trace_endpos = ad;
- //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
}
if(self.lock_target)
df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
//ad = df;
//vf = v_forward;
- df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
- df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset
+ 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);
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);
- //df = vectoangles(normalize(trace_endpos - df));
-
- //Gun 2
+ // 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 = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset
+ 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);
traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
*/
-
+
if(player.BUTTON_ATCK)
if(raptor.attack_finished_single <= time)
if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
raptor.lip = time;
}
- player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
- raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
+ raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
+ player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
VEHICLE_UPDATE_PLAYER(health, raptor);
VEHICLE_UPDATE_PLAYER(energy, raptor);
if(self.vehicle_flags & VHF_HASSHIELD)
VEHICLE_UPDATE_PLAYER(shield, raptor);
-
-
player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+
+ self = player;
return 1;
}
void raptor_blowup()
{
- sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
-
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
+ RadiusDamage (self, self, 250, 15, 250, world, world, 250, DEATH_WAKIBLOWUP, world);
self.alpha = -1;
self.movetype = MOVETYPE_NONE;
setorigin(self, self.pos1);
self.touch = SUB_Null;
+ self.nextthink = 0;
+}
+
+void raptor_diethink()
+{
+ if(random() < 0.1)
+ {
+ sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+ }
+ self.nextthink = time + 0.1;
}
void raptor_die()
{
self.health = 0;
self.event_damage = SUB_Null;
- self.iscreature = FALSE;
self.solid = SOLID_CORPSE;
self.takedamage = DAMAGE_NO;
self.deadflag = DEAD_DYING;
self.movetype = MOVETYPE_BOUNCE;
+ self.think = raptor_diethink;
+ self.nextthink = time;
+
+ pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
- pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
+ self.velocity_z += 600;
- self.velocity_z += 128;
-
- if(random() < 0.5)
- self.avelocity_z = 45 + random() * 270;
- else
- self.avelocity_z = -45 + random() * -270;
+ 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;
}
+void raptor_impact()
+{
+ if(autocvar_g_vehicle_raptor_bouncepain_x)
+ vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
+}
+
void raptor_spawn()
{
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_BBOX;
+ self.solid = SOLID_SLIDEBOX;
self.vehicle_energy = 1;
self.bomb1.gun1.avelocity_y = 90;
setsize(self, RAPTOR_MIN, RAPTOR_MAX );
self.delay = time;
+
+ self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
+ self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
+ self.vehicle_impact = raptor_impact;
+}
+
+// If we dont do this ever now and then, the raptors rotors
+// stop working, presumably due to angle overflow. cute.
+void raptor_rotor_anglefix()
+{
+ self.gun1.angles_y = anglemods(self.gun1.angles_y);
+ self.gun2.angles_y = anglemods(self.gun2.angles_y);
+ self.nextthink = time + 15;
}
void raptor_dinit()
raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
raptor_frame,
raptor_enter, raptor_exit,
- raptor_die, raptor_think))
+ raptor_die, raptor_think,
+ FALSE))
{
remove(self);
return;
self.gun1 = spawn();
self.gun2 = spawn();
-#ifdef RAPTOR_RETARDCAMERA
- setattachment(self.vehicle_viewport, world, "");
-#endif
-
- setmodel(self.bomb1,"models/vehicles/clusterbomb.md3");
- setmodel(self.bomb2,"models/vehicles/clusterbomb.md3");
+ setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
+ setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
+ setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
setattachment(self.bomb1, self,"bombmount_left");
setattachment(self.bomb2, self,"bombmount_right");
+ setattachment(self.tur_head, self,"root");
// FIXME Guns mounts to angled bones
spinner.avelocity = '0 -90 0';
self.bomb1.gun2 = spinner;
+ // Sigh.
+ self.bomb1.think = raptor_rotor_anglefix;
+ self.bomb1.nextthink = time;
+
self.mass = 1 ;
}
{
vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
+ self.vehicle_flags |= VHF_DMGSHAKE;
+ self.vehicle_flags |= VHF_DMGROLL;
+
if(autocvar_g_vehicle_raptor_shield)
self.vehicle_flags |= VHF_HASSHIELD;
precache_model ("models/vehicles/raptor_gun.dpm");
precache_model ("models/vehicles/spinner.dpm");
precache_model ("models/vehicles/raptor_cockpit.dpm");
- precache_model ("models/vehicles/clusterbomb.md3");
-
+ //precache_model ("models/vehicles/clusterbomb.md3");
+ precache_model ("models/vehicles/clusterbomb_folded.md3");
+ precache_model ("models/vehicles/raptor_body.dpm");
+
+ precache_sound ("vehicles/raptor_fly.wav");
+ precache_sound ("vehicles/raptor_speed.wav");
+
self.think = raptor_dinit;
- self.nextthink = time + 1;
+
+ if(g_assault)
+ self.nextthink = time + 0.5;
+ else
+ self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
}
+#endif // SVQC