X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fvehicle%2Fraptor.qc;h=b0f5eb23a1553955845dc851e638b77c6c886115;hb=29ba411594428929a9e9a0e0baa620210213bec7;hp=beb0e74c8b9382082078e668f14f9dd11ff04317;hpb=f72821fdcebe3ca01181a99727a06198de65ea08;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/vehicles/vehicle/raptor.qc b/qcsrc/common/vehicles/vehicle/raptor.qc index beb0e74c8..e48600c47 100644 --- a/qcsrc/common/vehicles/vehicle/raptor.qc +++ b/qcsrc/common/vehicles/vehicle/raptor.qc @@ -1,34 +1,7 @@ -#ifndef VEHICLE_RAPTOR -#define VEHICLE_RAPTOR #include "raptor.qh" -#include "raptor_weapons.qc" - -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, ""); -/* hud_model */ ATTRIB(Raptor, hud_model, string, "models/vehicles/raptor_cockpit.dpm"); -/* tags */ ATTRIB(Raptor, tag_head, string, ""); -/* tags */ ATTRIB(Raptor, tag_hud, string, "tag_hud"); -/* tags */ ATTRIB(Raptor, tag_view, string, "tag_camera"); -/* netname */ ATTRIB(Raptor, netname, string, "raptor"); -/* fullname */ ATTRIB(Raptor, vehicle_name, string, _("Raptor")); -/* icon */ ATTRIB(Raptor, m_icon, string, "vehicle_raptor"); -ENDCLASS(Raptor) -REGISTER_VEHICLE(RAPTOR, NEW(Raptor)); - -#endif - #ifdef IMPLEMENTATION -#include "raptor_weapons.qc" - #ifdef SVQC bool autocvar_g_vehicle_raptor = true; @@ -44,17 +17,19 @@ float autocvar_g_vehicle_raptor_pitchspeed = 50; float autocvar_g_vehicle_raptor_pitchlimit = 45; 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_speed_strafe = 2200; +float autocvar_g_vehicle_raptor_speed_up = 2300; +float autocvar_g_vehicle_raptor_speed_down = 2000; float autocvar_g_vehicle_raptor_friction = 2; +bool autocvar_g_vehicle_raptor_swim = false; + 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 = 0; +bool autocvar_g_vehicle_raptor_cannon_locktarget = true; 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; @@ -64,11 +39,11 @@ 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 = 150; +float autocvar_g_vehicle_raptor_health = 250; float autocvar_g_vehicle_raptor_health_regen = 0; float autocvar_g_vehicle_raptor_health_regen_pause = 0; -float autocvar_g_vehicle_raptor_shield = 75; +float autocvar_g_vehicle_raptor_shield = 200; float autocvar_g_vehicle_raptor_shield_regen = 25; float autocvar_g_vehicle_raptor_shield_regen_pause = 1.5; @@ -79,102 +54,97 @@ 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) * PHYS_INPUT_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) +{ + entity player = this.owner; - if(!IS_DEAD(self)) + this.tur_head.exteriormodeltoclient = NULL; + + if(!IS_DEAD(this)) { - self.think = raptor_land; - self.nextthink = time; + setthink(this, raptor_land); + this.nextthink = time; } - if(!self.owner) + if(!player) 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, player, spot); + setorigin(player, spot); + player.velocity = (v_up + v_forward * 0.25) * 750; + player.oldvelocity = player.velocity; } else { - if(vdist(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); + player.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2; + player.velocity_z += 200; + spot = this.origin + v_forward * 32 + '0 0 64'; + spot = vehicles_findgoodexit(this, player, 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); + player.velocity = this.velocity * 0.5; + player.velocity_z += 10; + spot = this.origin - v_forward * 200 + '0 0 64'; + spot = vehicles_findgoodexit(this, player, spot); } - self.owner.oldvelocity = self.owner.velocity; - setorigin(self.owner , spot); + player.oldvelocity = player.velocity; + setorigin(player, spot); } - antilag_clear(self.owner, CS(self.owner)); - self.owner = world; + this.owner = NULL; + antilag_clear(player, CS(player)); } -bool raptor_frame(entity this) +bool raptor_frame(entity this, float dt) { entity vehic = this.vehicle; return = true; - if(intermission_running) + if(game_stopped) { - vehic.velocity = '0 0 0'; - vehic.avelocity = '0 0 0'; + vehic.solid = SOLID_NOT; + vehic.takedamage = DAMAGE_NO; + set_movetype(vehic, MOVETYPE_NONE); return; } vehicles_frame(vehic, this); - float ftmp = 0; /* ftmp = vlen(vehic.velocity); if(ftmp > autocvar_g_vehicle_raptor_speed_forward) @@ -188,7 +158,7 @@ bool raptor_frame(entity this) 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 = ftmp; + vehic.wait = 0; } /* else if(fabs(ftmp - vehic.wait) > 0.2) @@ -202,7 +172,7 @@ bool raptor_frame(entity this) if(IS_DEAD(vehic)) { PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; - return 1; + return; } crosshair_trace(this); @@ -228,14 +198,14 @@ bool raptor_frame(entity this) if(df_y > 180) df_y -= 360; if(df_y < -180) df_y += 360; - ftmp = shortangle_f(this.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; vehic.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed); // Pitch ftmp = 0; - 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; + if(CS(this).movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5; + else if(CS(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); @@ -252,22 +222,22 @@ bool raptor_frame(entity this) df = vehic.velocity * -autocvar_g_vehicle_raptor_friction; - if(this.movement_x != 0) + if(CS(this).movement_x != 0) { - if(this.movement_x > 0) + if(CS(this).movement_x > 0) df += v_forward * autocvar_g_vehicle_raptor_speed_forward; - else if(this.movement_x < 0) + else if(CS(this).movement_x < 0) df -= v_forward * autocvar_g_vehicle_raptor_speed_forward; } - if(this.movement_y != 0) + if(CS(this).movement_y != 0) { - if(this.movement_y < 0) + if(CS(this).movement_y < 0) df -= v_right * autocvar_g_vehicle_raptor_speed_strafe; - else if(this.movement_y > 0) + else if(CS(this).movement_y > 0) df += v_right * autocvar_g_vehicle_raptor_speed_strafe; - vehic.angles_z = bound(-30,vehic.angles_z + (this.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30); + vehic.angles_z = bound(-30,vehic.angles_z + (CS(this).movement_y / autocvar_g_vehicle_raptor_speed_strafe),30); } else { @@ -281,9 +251,10 @@ bool raptor_frame(entity this) else if (PHYS_INPUT_BUTTON_JUMP(this)) df += v_up * autocvar_g_vehicle_raptor_speed_up; - vehic.velocity += df * frametime; - this.velocity = this.movement = vehic.velocity; + vehic.velocity += df * dt; + this.velocity = CS(this).movement = vehic.velocity; setorigin(this, vehic.origin + '0 0 32'); + this.oldorigin = this.origin; // negate fall damage this.vehicle_weapon2mode = vehic.vehicle_weapon2mode; @@ -292,10 +263,10 @@ bool raptor_frame(entity this) if(autocvar_g_vehicle_raptor_cannon_locktarget == 2) { if(vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy)) - vehic.gun1.enemy = world; + vehic.gun1.enemy = NULL; if(trace_ent) - if(trace_ent.movetype) + if(trace_ent.move_movetype) if(trace_ent.takedamage) if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) { @@ -321,7 +292,7 @@ bool raptor_frame(entity this) vf = real_origin(vehic.gun1.enemy); UpdateAuxiliaryXhair(this, vf, '1 0 0', 1); vector _vel = vehic.gun1.enemy.velocity; - if(vehic.gun1.enemy.movetype == MOVETYPE_WALK) + if(vehic.gun1.enemy.move_movetype == MOVETYPE_WALK) _vel_z *= 0.1; if(autocvar_g_vehicle_raptor_cannon_predicttarget) @@ -339,11 +310,11 @@ bool raptor_frame(entity this) else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1) { - vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime, - (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime, + vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_raptor_cannon_locking_time) * dt, + (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * dt, autocvar_g_vehicle_raptor_cannon_locked_time); - if(vehic.lock_target != world) + if(vehic.lock_target != NULL) if(autocvar_g_vehicle_raptor_cannon_predicttarget) if(vehic.lock_strength == 1) { @@ -383,27 +354,27 @@ bool raptor_frame(entity this) /* ad = ad * 0.5; v_forward = vf * 0.5; - traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, vehic); + traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic); UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0); */ Weapon wep1 = WEP_RAPTOR; + .entity weaponentity = weaponentities[0]; if(!forbidWeaponUse(this)) if(PHYS_INPUT_BUTTON_ATCK(this)) - if (wep1.wr_checkammo1(wep1)) + if (wep1.wr_checkammo1(wep1, vehic, weaponentity)) { - .entity weaponentity = weaponentities[0]; wep1.wr_think(wep1, vehic, weaponentity, 1); } 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); + 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, dt, true); 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); + 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, dt, 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); + 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, dt, false); Weapon wep2a = WEP_RAPTOR_BOMB; if(!forbidWeaponUse(this)) @@ -437,21 +408,23 @@ bool raptor_frame(entity this) if(vehic.bomb1.cnt < time) { - entity _missile = findchainentity(enemy, vehic); - float _incomming = 0; - while(_missile) + bool incoming = false; + IL_EACH(g_projectiles, it.enemy == vehic, { - if(_missile.flags & FL_PROJECTILE) - if(MISSILE_IS_TRACKING(_missile)) - if(vdist(vehic.origin - _missile.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range)) - ++_incomming; + 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(vehic, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE); - vehic.bomb1.cnt = time + 1; } @@ -464,7 +437,7 @@ bool raptor_frame(entity this) PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } -bool raptor_takeoff(entity this) +bool raptor_takeoff(entity this, float dt) { entity vehic = this.vehicle; return = true; @@ -482,25 +455,28 @@ bool raptor_takeoff(entity this) // Takeoff sequense if(vehic.frame < 25) { - vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime); + vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / PHYS_INPUT_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(this, vehic.origin + '0 0 32'); + this.oldorigin = this.origin; } else this.PlayerPhysplug = raptor_frame; + this.vehicle_weapon2mode = vehic.vehicle_weapon2mode; + 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); + 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, dt, true); 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); + 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, dt, 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); + 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, dt, false); vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip); @@ -515,79 +491,82 @@ bool raptor_takeoff(entity this) 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 IMP_weapon_group_1.impulse: - self.vehicle.vehicle_weapon2mode = RSM_BOMB; - CSQCVehicleSetup(self, 0); + this.vehicle.vehicle_weapon2mode = RSM_BOMB; + CSQCVehicleSetup(this, 0); return true; case IMP_weapon_group_2.impulse: - self.vehicle.vehicle_weapon2mode = RSM_FLARE; - CSQCVehicleSetup(self, 0); + this.vehicle.vehicle_weapon2mode = RSM_FLARE; + CSQCVehicleSetup(this, 0); return true; case IMP_weapon_next_byid.impulse: case IMP_weapon_next_bypriority.impulse: case IMP_weapon_next_bygroup.impulse: - self.vehicle.vehicle_weapon2mode += 1; - if(self.vehicle.vehicle_weapon2mode > RSM_LAST) - self.vehicle.vehicle_weapon2mode = RSM_FIRST; + 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 IMP_weapon_last.impulse: case IMP_weapon_prev_byid.impulse: case IMP_weapon_prev_bypriority.impulse: case IMP_weapon_prev_bygroup.impulse: - self.vehicle.vehicle_weapon2mode -= 1; - if(self.vehicle.vehicle_weapon2mode < RSM_FIRST) - self.vehicle.vehicle_weapon2mode = RSM_LAST; + this.vehicle.vehicle_weapon2mode -= 1; + if(this.vehicle.vehicle_weapon2mode < RSM_FIRST) + this.vehicle.vehicle_weapon2mode = RSM_LAST; - CSQCVehicleSetup(self, 0); + CSQCVehicleSetup(this, 0); return true; /* @@ -602,34 +581,33 @@ float raptor_impulse(float _imp) 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, entity instance)) { 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); + 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)) { - SELFPARAM(); - 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); + 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)) { @@ -638,8 +616,8 @@ METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance)) instance.solid = SOLID_CORPSE; instance.takedamage = DAMAGE_NO; instance.deadflag = DEAD_DYING; - instance.movetype = MOVETYPE_BOUNCE; - instance.think = raptor_diethink; + set_movetype(instance, MOVETYPE_BOUNCE); + setthink(instance, raptor_diethink); instance.nextthink = time; instance.wait = time + 5 + (random() * 5); @@ -651,120 +629,124 @@ METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance)) instance.avelocity -= '0 0.5 1' * (random() * 400); instance.colormod = '-0.5 -0.5 -0.5'; - instance.touch = raptor_blowup; + settouch(instance, raptor_blowup); } METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance)) { - SELFPARAM(); - if(!self.gun1) + if(!instance.gun1) { entity spinner; vector ofs; //FIXME: Camera is in a bad place in HUD model. - //setorigin(self.vehicle_viewport, '25 0 5'); + //setorigin(instance.vehicle_viewport, '25 0 5'); - self.vehicles_impulse = raptor_impulse; + instance.vehicles_impulse = raptor_impulse; - self.frame = 0; + instance.frame = 0; - self.bomb1 = new(raptor_bomb); - self.bomb2 = new(raptor_bomb); - self.gun1 = new(raptor_gun); - self.gun2 = new(raptor_gun); + instance.bomb1 = new(raptor_bomb); + instance.bomb2 = new(raptor_bomb); + instance.gun1 = new(raptor_gun); + instance.gun2 = new(raptor_gun); - 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); + 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(self.bomb1, self, "bombmount_left"); - setattachment(self.bomb2, self, "bombmount_right"); - setattachment(self.tur_head, self,"root"); + setattachment(instance.bomb1, instance, "bombmount_left"); + setattachment(instance.bomb2, instance, "bombmount_right"); + setattachment(instance.tur_head, instance,"root"); // FIXMODEL Guns mounts to angled bones - self.bomb1.angles = self.angles; - self.angles = '0 0 0'; + instance.bomb1.angles = instance.angles; + instance.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(instance.gun1, instance, "gunmount_left"); + ofs = gettaginfo(instance, gettagindex(instance, "gunmount_left")); + ofs -= instance.origin; + setattachment(instance.gun1, instance, ""); + setorigin(instance.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); + //setattachment(instance.gun2, instance, "gunmount_right"); + ofs = gettaginfo(instance, gettagindex(instance, "gunmount_right")); + ofs -= instance.origin; + setattachment(instance.gun2, instance, ""); + setorigin(instance.gun2, ofs); - self.angles = self.bomb1.angles; - self.bomb1.angles = '0 0 0'; + instance.angles = instance.bomb1.angles; + instance.bomb1.angles = '0 0 0'; spinner = new(raptor_spinner); - spinner.owner = self; + spinner.owner = instance; setmodel(spinner, MDL_VEH_RAPTOR_PROP); - setattachment(spinner, self, "engine_left"); - spinner.movetype = MOVETYPE_NOCLIP; + setattachment(spinner, instance, "engine_left"); + set_movetype(spinner, MOVETYPE_NOCLIP); spinner.avelocity = '0 90 0'; - self.bomb1.gun1 = spinner; + instance.bomb1.gun1 = spinner; spinner = new(raptor_spinner); - spinner.owner = self; + spinner.owner = instance; setmodel(spinner, MDL_VEH_RAPTOR_PROP); - setattachment(spinner, self, "engine_right"); - spinner.movetype = MOVETYPE_NOCLIP; + setattachment(spinner, instance, "engine_right"); + set_movetype(spinner, MOVETYPE_NOCLIP); spinner.avelocity = '0 -90 0'; - self.bomb1.gun2 = spinner; + instance.bomb1.gun2 = spinner; // Sigh. - self.bomb1.think = raptor_rotor_anglefix; - self.bomb1.nextthink = time; + setthink(instance.bomb1, raptor_rotor_anglefix); + instance.bomb1.nextthink = time; - self.mass = 1 ; + instance.mass = 1 ; } - 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; + 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; - self.PlayerPhysplug = raptor_frame; + instance.PlayerPhysplug = raptor_frame; - self.bomb1.gun1.avelocity_y = 90; - self.bomb1.gun2.avelocity_y = -90; + instance.bomb1.gun1.avelocity_y = 90; + instance.bomb1.gun2.avelocity_y = -90; - self.delay = time; + instance.delay = time; - 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; + 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)) { - SELFPARAM(); if(autocvar_g_vehicle_raptor_shield) - self.vehicle_flags |= VHF_HASSHIELD; + instance.vehicle_flags |= VHF_HASSHIELD; if(autocvar_g_vehicle_raptor_shield_regen) - self.vehicle_flags |= VHF_SHIELDREGEN; + instance.vehicle_flags |= VHF_SHIELDREGEN; if(autocvar_g_vehicle_raptor_health_regen) - self.vehicle_flags |= VHF_HEALTHREGEN; + instance.vehicle_flags |= VHF_HEALTHREGEN; if(autocvar_g_vehicle_raptor_energy_regen) - self.vehicle_flags |= VHF_ENERGYREGEN; + instance.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 @@ -776,9 +758,8 @@ METHOD(Raptor, vr_hud, void(Raptor thisveh)) "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)) +METHOD(Raptor, vr_crosshair, void(Raptor thisveh, entity player)) { - SELFPARAM(); string crosshair; switch(weapon2mode) @@ -789,15 +770,18 @@ METHOD(Raptor, vr_crosshair, void(Raptor thisveh)) } vector tmpSize = '0 0 0'; - if(weapon2mode != RSM_FLARE) + if(weapon2mode != RSM_FLARE && !spectatee_status) { vector where; if(!dropmark) { dropmark = spawn(); - dropmark.owner = self; + dropmark.owner = player; dropmark.gravity = 1; + dropmark.dphitcontentsmask = DPCONTENTS_SOLID; + dropmark.solid = SOLID_CORPSE; + set_movetype(dropmark, MOVETYPE_BOUNCE); } float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01; @@ -805,15 +789,15 @@ METHOD(Raptor, vr_crosshair, void(Raptor thisveh)) { setorigin(dropmark, pmove_org); dropmark.velocity = pmove_vel; - tracetoss(dropmark, self); + 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)) { + tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size; where.x -= tmpSize.x * 0.5; where.y -= tmpSize.y * 0.5; where.z = 0; @@ -827,10 +811,10 @@ METHOD(Raptor, vr_crosshair, void(Raptor thisveh)) 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)) { + tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25; where.x -= tmpSize.x * 0.5; where.y -= tmpSize.y * 0.5; where.z = 0;