+#fdef SVQC
#define RAPTOR_MIN '-80 -80 0'
#define RAPTOR_MAX '80 80 70'
float autocvar_g_vehicle_raptor_bomblet_explode_delay;
float autocvar_g_vehicle_raptor_bombs_refire;
-float autocvar_g_vehicle_raptor_guns_turnspeed;
-float autocvar_g_vehicle_raptor_guns_turnlimit;
-float autocvar_g_vehicle_raptor_guns_pitchlimit_up;
-float autocvar_g_vehicle_raptor_guns_pitchlimit_down;
+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_locktarget;
float autocvar_g_vehicle_raptor_cannon_locking_time;
float autocvar_g_vehicle_raptor_cannon_refire;
float autocvar_g_vehicle_raptor_cannon_speed;
float autocvar_g_vehicle_raptor_cannon_spread;
-
+float autocvar_g_vehicle_raptor_cannon_force;
float autocvar_g_vehicle_raptor_energy;
float autocvar_g_vehicle_raptor_energy_regen;
float autocvar_g_vehicle_raptor_shield_regen_pause;
void raptor_spawn();
-//void raptor_return();
float raptor_frame();
-//float raptor_takeoff();
+float raptor_takeoff();
.entity bomb1;
.entity bomb2;
-//.entity camera;
+
//#define RAPTOR_RETARDCAMERA
float raptor_altitude(float amax)
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_force, DEATH_RAPTOR_BOMB, world);
remove(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);
+ //sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ //pointparticles(particleeffectnum("raptor_bomb_spread"), self.origin, self.velocity, 1);
+
+ Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
{
bomblet = spawn();
setorigin(bomblet, self.origin);
- bomblet.scale = 0.5;
- bomblet.solid = SOLID_TRIGGER;
bomblet.movetype = MOVETYPE_TOSS;
bomblet.touch = raptor_bomblet_touch;
bomblet.think = raptor_bomblet_boom;
bomblet.nextthink = time + 5;
- bomblet.owner = self.owner;
+ 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_RAPTORBOMB, TRUE);
+ CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
}
remove(self);
setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
- bomb_1.movetype = bomb_2.movetype = MOVETYPE_TOSS;
+ 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.think = bomb_2.think = raptor_bomb_burst;
bomb_1.owner = bomb_2.owner = self;
bomb_1.realowner = bomb_2.realowner = self.owner;
bomb_1.solid = bomb_2.solid = SOLID_BBOX;
+ bomb_1.gravity = bomb_2.gravity = 1;
PROJECTILE_MAKETRIGGER(bomb_1);
PROJECTILE_MAKETRIGGER(bomb_2);
}
-void raptor_bolt_explode()
-{
- PROJECTILE_TOUCH;
- pointparticles(particleeffectnum("raptor_cannon_impact"), findbetterlocation (self.origin, 8), trace_plane_normal * 1000, 1);
- RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_cannon_damage, 0, autocvar_g_vehicle_raptor_cannon_radius, world, 25, DEATH_WAKIGUN, world);
- sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
- remove (self);
-}
void raptor_fire_cannon(entity gun, string tagname)
{
entity bolt;
-
- bolt = spawn();
-
- PROJECTILE_MAKETRIGGER(bolt);
- sound (gun, CHAN_WEAPON, "weapons/lasergun_fire.wav", VOL_BASE, ATTN_NORM);
- setorigin(bolt, gettaginfo(gun, gettagindex(gun, tagname)));
-
- bolt.movetype = MOVETYPE_FLYMISSILE;
- bolt.flags = FL_PROJECTILE | FL_NOTARGET;
- bolt.owner = self;
- bolt.realowner = self.owner;
- bolt.touch = raptor_bolt_explode;
- bolt.think = raptor_bolt_explode;
- bolt.nextthink = time + 9;
- bolt.bot_dodge = TRUE;
- bolt.bot_dodgerating = autocvar_g_vehicle_raptor_cannon_damage;
- bolt.velocity = normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed;
-
- pointparticles(particleeffectnum("raptor_cannon_muzzleflash"), bolt.origin, bolt.velocity, 1);
- //pointparticles(particleeffectnum("spiderbot_minigun_muzzleflash"), bolt.origin, bolt.velocity, 1);
-
- CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK, TRUE);
+ 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,
+ 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);
}
void raptor_think()
void raptor_enter()
{
- self.movetype = MOVETYPE_BOUNCEMISSILE;
+ 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.velocity_z = 1;
+ self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+ self.tur_head.exteriormodeltoclient = self.owner;
+
#ifdef RAPTOR_RETARDCAMERA
setorigin(self.vehicle_viewport, self.origin);
#endif
if(hgt < 16)
{
- self.movetype = MOVETYPE_BOUNCE;
+ self.movetype = MOVETYPE_TOSS;
self.think = raptor_think;
}
void raptor_exit(float eject)
{
+ self.tur_head.exteriormodeltoclient = world;
if(self.deadflag == DEAD_NO)
{
- vehicles_setreturn(autocvar_g_vehicle_raptor_respawntime, raptor_spawn);
self.think = raptor_land;
self.nextthink = time;
}
self.owner = world;
}
+float raptor_takeoff()
+{
+ entity player, raptor;
+
+ player = self;
+ raptor = self.vehicle;
+ self = raptor;
+
+ // Takeoff sequense
+ if(raptor.frame < 25)
+ {
+ raptor.frame += 0.25;
+ 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;
+
+ setorigin(player, raptor.origin + '0 0 32');
+ }
+ else
+ player.PlayerPhysplug = raptor_frame;
+
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+ self = player;
+ return 1;
+}
+
float raptor_frame()
{
entity player, raptor;
vector df;
player = self;
- raptor = self.vehicle;
- self = raptor;
+ raptor = self.vehicle;
+ self = raptor;
- if(player.BUTTON_USE)
+ if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
{
self = raptor;
vehicles_exit(VHEF_NORMAL);
return 1;
}
- // Takeoff sequense
- if(raptor.frame < 25)
- {
- raptor.frame += 0.25;
- raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
- self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 2000);
- self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
- player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
- self = player;
- return 1;
- }
crosshair_trace(player);
#if VEHICLES_VIEWROTATE_CROSSHAIR
ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
// Turn
- raptor.angles_y = anglemods(raptor.angles_y + ftmp);
+ //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.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
- raptor.angles_x *= -1;
- // Rotate Body
- ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
- ftmp = bound(-ftmp, shortangle_f(player.v_angle_y - raptor.angles_y, raptor.angles_y), ftmp);
+ vector vang;
+ vang = raptor.angles;
+ df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+ vang_x *= -1;
+ df_x *= -1;
+ 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;
- // Turn
- raptor.angles_y = anglemods(raptor.angles_y + ftmp);
+ ftmp = shortangle_f(player.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);
- // Pitch Body
- ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime;
- ftmp2 = shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x);
+ // 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;
+
+ 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);
- if(player.movement_x > 0)
- ftmp2 += 20 * ftmp;
- else if(player.movement_x < 0)
- ftmp2 -= 45 * ftmp;
+ raptor.angles_x = anglemods(raptor.angles_x);
+ raptor.angles_y = anglemods(raptor.angles_y);
+ raptor.angles_z = anglemods(raptor.angles_z);
- ftmp = bound(-ftmp, ftmp2, ftmp);
- raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
- raptor.angles_x *= -1;
#endif
if(autocvar_g_vehicle_raptor_movestyle == 1)
- fixedmakevectors('0 1 0' * raptor.angles_y);
+ makevectors('0 1 0' * raptor.angles_y);
else
makevectors(player.v_angle);
if(autocvar_g_vehicle_raptor_cannon_locktarget)
{
- vehicles_locktarget2((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
+ vehicles_locktarget((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(autocvar_g_vehicle_raptor_cannon_predicttarget && self.lock_strength == 1)
+ if(self.lock_target != world)
+ if(autocvar_g_vehicle_raptor_cannon_predicttarget)
+ if(self.lock_strength == 1)
{
- if(self.lock_target != world)
+ float i, distance, impact_time;
+
+ vf = real_origin(raptor.lock_target);
+ ad = vf;
+ for(i = 0; i < 4; ++i)
{
- float i, distance, impact_time;
-
- vf = real_origin(raptor.lock_target);
- ad = vf;
- for(i = 0; i < 4; ++i)
- {
- distance = vlen(ad - raptor.origin);
- impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
- ad = vf + raptor.lock_target.velocity * impact_time;
- }
- trace_endpos = ad;
- UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
+ distance = vlen(ad - raptor.origin);
+ impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
+ ad = vf + raptor.lock_target.velocity * impact_time;
}
+ trace_endpos = ad;
+ //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
}
if(self.lock_target)
else if(self.lock_strength < 0.5)
UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
}
-
- /*
- if(self.lock_target != world)
- if(self.lock_strength == 1)
- UpdateAuxiliaryXhair(player, real_origin(self.lock_target), '0 0 1', 1);
- else
- UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * (1 - self.lock_strength)) + '0 1 0' * self.lock_strength, 1);
- */
}
// Aim the gunz
- ftmp2 = autocvar_g_vehicle_raptor_guns_turnspeed * frametime;
+ ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
ftmp = -ftmp2;
// Gun1
df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
- ad = df;
- vf = v_forward;
+ //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
// 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_guns_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit_up);
- raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
+ 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
df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
- ad += df;
- vf += v_forward;
+ //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
// 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_guns_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit_up);
- raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit);
-
+ 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);
/*
ad = ad * 0.5;
if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
{
raptor.misc_bulletcounter += 1;
- if(mod(raptor.misc_bulletcounter, 2))
+ raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
+ if(raptor.misc_bulletcounter <= 2)
raptor_fire_cannon(self.gun1, "fire1");
+ else if(raptor.misc_bulletcounter == 3)
+ raptor_fire_cannon(self.gun2, "fire1");
else
+ {
+ raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
raptor_fire_cannon(self.gun2, "fire1");
-
+ raptor.misc_bulletcounter = 0;
+ }
raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
- raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
self.cnt = time;
}
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);
- player.vehicle_energy = raptor.vehicle_energy / autocvar_g_vehicle_raptor_energy;
-
if(time > raptor.delay)
+ if(player.BUTTON_ATCK2)
{
- if(player.BUTTON_ATCK2)
- {
- raptor_bombdrop();
- raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
- }
- player.vehicle_reload1 = 1;
- }
- else
- {
- player.vehicle_reload1 = min(time / raptor.delay, 1);
- //raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
+ raptor_bombdrop();
+ raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
+ raptor.lip = time;
}
- VEHICLE_UPDATE_PLAYER(health, raptor);
+ 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;
- return 1;
-}
-
-void raptor_touch()
-{
- if(self.owner)
- {
- if(vlen(self.velocity) == 0)
- return;
-
- if(other.classname != "player")
- return;
-
- return;
- }
-
- if(other.classname != "player")
- return;
-
- if(other.deadflag != DEAD_NO)
- return;
- if(other.vehicle != world)
- return;
- vehicles_enter();
+ player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
+ return 1;
}
void raptor_blowup()
self.takedamage = DAMAGE_NO;
self.deadflag = DEAD_DYING;
self.movetype = MOVETYPE_BOUNCE;
- //self.wait = time;
pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
self.avelocity_z = -45 + random() * -270;
self.colormod = '-0.5 -0.5 -0.5';
-
self.touch = raptor_blowup;
- self.think = raptor_spawn;
- self.nextthink = time + autocvar_g_vehicle_raptor_respawntime;
}
void raptor_spawn()
{
- self.flags = FL_NOTARGET;
- self.effects = 0;
-
+ self.frame = 0;
self.vehicle_health = autocvar_g_vehicle_raptor_health;
self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- self.event_damage = vehicles_damage;
- self.touch = raptor_touch;
- self.iscreature = TRUE;
- self.movetype = MOVETYPE_FLY;
- self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
- self.deadflag = DEAD_NO;
- self.bot_attack = TRUE;
+ self.movetype = MOVETYPE_TOSS;
+ self.solid = SOLID_BBOX;
self.vehicle_energy = 1;
- self.vehicle_hudmodel.viewmodelforclient = self;
self.bomb1.gun1.avelocity_y = 90;
self.bomb1.gun2.avelocity_y = -90;
- self.frame = 0;
-
- setorigin(self, self.pos1);
- self.angles = self.pos2;
setsize(self, RAPTOR_MIN, RAPTOR_MAX );
- pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
self.delay = time;
+}
- vehicles_common_spawn();
+// 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()
HUD_RAPTOR,
RAPTOR_MIN, RAPTOR_MAX,
FALSE,
- raptor_spawn, raptor_frame,
+ 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;
}
//FIXME: Camera is in a bad place in HUD model.
- setorigin(self.vehicle_viewport, '5 0 5');
+ //setorigin(self.vehicle_viewport, '25 0 5');
self.frame = 0;
setattachment(self.vehicle_viewport, world, "");
#endif
- setmodel(self.bomb1,"models/vehicles/raptor_bomb.dpm");
- setmodel(self.bomb2,"models/vehicles/raptor_bomb.dpm");
+ 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
self.angles = self.bomb1.angles;
self.bomb1.angles = '0 0 0';
-
spinner = spawn();
spinner.owner = self;
setmodel(spinner,"models/vehicles/spinner.dpm");
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 ;
}
void spawnfunc_vehicle_raptor()
precache_model ("models/vehicles/raptor_gun.dpm");
precache_model ("models/vehicles/spinner.dpm");
precache_model ("models/vehicles/raptor_cockpit.dpm");
- precache_model ("models/vehicles/raptor_bomb.dpm");
+ precache_model ("models/vehicles/clusterbomb.md3");
+ precache_model ("models/vehicles/clusterbomb_folded.md3");
+ precache_model ("models/vehicles/raptor_body.dpm");
self.think = raptor_dinit;
self.nextthink = time + 1;
}
+#endif // SVQC
+
+#ifdef CSQC
+void raptor_draw()
+{
+
+}
+
+void raptor_draw2d()
+{
+
+}
+
+void raptor_read_extra()
+{
+
+}
+
+void vehicle_raptor_assemble()
+{
+
+}
+#endif //CSQC