#ifdef SVQC
#define RAPTOR_MIN '-80 -80 0'
#define RAPTOR_MAX '80 80 70'
-//#define RAPTOR_ENGINE "sound/vehicles/raptor.wav"
+
float autocvar_g_vehicle_raptor_respawntime;
float autocvar_g_vehicle_raptor_movestyle;
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();
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);
}
{
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_radius, world, world,
autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
remove(self);
}
entity bomblet;
float i;
- Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
+ 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)
{
remove(self);
}
-void raptor_bomb_touch()
-{
- raptor_bomb_burst();
-}
-
void raptor_bombdrop()
{
entity bomb_1, bomb_2;
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_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_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
}
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);
- self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
+ 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');
+
}
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;
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
{
+ 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;
}
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, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
}
// Takeoff sequense
float raptor_frame()
{
entity player, raptor;
- float ftmp, ftmp2;
- vector df, ra;
+ float ftmp = 0, ftmp2;
+ vector df;
+
+ if(intermission_running)
+ return 1;
player = self;
raptor = self.vehicle;
self = raptor;
-
+ 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;
- //dprint("LEN:", ftos(soundlength("vehicles/raptor_fly.wav")), "\n");
- //sound (self, CHAN_VOICE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM );
- sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
- //self.wait = ftmp;
- }
+ //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)
{
- sound (self, CHAN_VOICE, "", 1 - ftmp, ATTN_NORM );
- sound (self, CHAN_PLAYER, "", ftmp, ATTN_NORM);
+ sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
+ sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
self.wait = ftmp;
- }*/
-
- if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
- {
- self = raptor;
- vehicles_exit(VHEF_NORMAL);
- self = player;
- return 0;
}
-
+ */
+
if(raptor.deadflag != DEAD_NO)
{
self = player;
}
crosshair_trace(player);
-
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);
-
if(autocvar_g_vehicle_raptor_movestyle == 1)
makevectors('0 1 0' * raptor.angles_y);
else
df += v_up * autocvar_g_vehicle_raptor_speed_up;
raptor.velocity += df * frametime;
- //player.velocity = player.movement = raptor.velocity;
- player.velocity = raptor.velocity;
- //setorigin(player,raptor.origin + '0 0 32');
+ player.velocity = player.movement = raptor.velocity;
+ 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)
}
}
- ra = raptor.angles;
- ra_z = 0;
// Aim the gunz
ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
ftmp = -ftmp2;
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 - (ra + raptor.gun1.angles), ra + 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 - (ra + raptor.gun2.angles), ra + 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)
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("explosion_big"), 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;
void raptor_diethink()
{
- //self.avelocity += '0 0.5 1' * (random() * 5);
- //self.avelocity -= '0 0.5 1' * (random() * 5);
-
if(random() < 0.1)
{
- sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ 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;
{
self.health = 0;
self.event_damage = SUB_Null;
- self.iscreature = FALSE;
self.solid = SOLID_CORPSE;
self.takedamage = DAMAGE_NO;
self.deadflag = DEAD_DYING;
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;
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
void spawnfunc_vehicle_raptor()
{
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 + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
+
+ 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