X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fvehicles%2Fraptor.qc;h=ba6b5dd3ea3dde4b47c298700508efca61424871;hb=5184882771b05f1267c4a267f6298c1516cd2b0a;hp=f55faac3c5928defa0a7fa0ab7dc83e59926204e;hpb=040baa6e5d480e8e44873afa5c744a9eb6cca301;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/vehicles/raptor.qc b/qcsrc/server/vehicles/raptor.qc index f55faac3c..ba6b5dd3e 100644 --- a/qcsrc/server/vehicles/raptor.qc +++ b/qcsrc/server/vehicles/raptor.qc @@ -1,3 +1,4 @@ +#ifdef SVQC #define RAPTOR_MIN '-80 -80 0' #define RAPTOR_MAX '80 80 70' @@ -12,6 +13,7 @@ float autocvar_g_vehicle_raptor_speed_forward; float autocvar_g_vehicle_raptor_speed_strafe; float autocvar_g_vehicle_raptor_speed_up; float autocvar_g_vehicle_raptor_speed_down; +float autocvar_g_vehicle_raptor_friction; float autocvar_g_vehicle_raptor_bomblets; float autocvar_g_vehicle_raptor_bomblet_alt; @@ -21,11 +23,19 @@ float autocvar_g_vehicle_raptor_bomblet_spread; float autocvar_g_vehicle_raptor_bomblet_edgedamage; float autocvar_g_vehicle_raptor_bomblet_radius; float autocvar_g_vehicle_raptor_bomblet_force; +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; +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_locking_releasetime; +float autocvar_g_vehicle_raptor_cannon_locked_time; +float autocvar_g_vehicle_raptor_cannon_predicttarget; float autocvar_g_vehicle_raptor_cannon_cost; float autocvar_g_vehicle_raptor_cannon_damage; @@ -33,7 +43,7 @@ float autocvar_g_vehicle_raptor_cannon_radius; 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; @@ -48,9 +58,8 @@ float autocvar_g_vehicle_raptor_shield_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; @@ -61,153 +70,105 @@ float raptor_altitude(float amax) return vlen(self.origin - trace_endpos); } -void raptor_bombs_return() -{ - self.owner.bomb1.alpha = 1; - self.owner.bomb2.alpha = 1; - remove(self); -} void raptor_bomblet_boom() { - if(other == self.owner || other.owner == self.owner) - return; - - pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1); - RadiusDamage (self, self.enemy, autocvar_g_vehicle_raptor_bomblet_damage, + 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); } -void raptor_bomb_burst() +void raptor_bomblet_touch() { - self.angles = vectoangles(self.velocity); + if(other == self.owner) + return; + PROJECTILE_TOUCH; + self.think = raptor_bomblet_boom; + self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay; +} +void raptor_bomb_burst() +{ + if(self.cnt > time) if(autocvar_g_vehicle_raptor_bomblet_alt) { self.nextthink = time; - // FIXME: this can make bombs stic forever if fierd at low altitude and land close to vehicle. 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,v; - vector d; + float i; - v = vlen(self.velocity); - d = normalize(self.velocity); - pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 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); + setorigin(bomblet, self.origin); - setmodel(bomblet,"models/vehicles/raptor_bomb.dpm"); - bomblet.scale = 0.5; - - bomblet.solid = SOLID_TRIGGER; - bomblet.movetype = MOVETYPE_BOUNCE; - bomblet.touch = raptor_bomblet_boom; + bomblet.movetype = MOVETYPE_TOSS; + bomblet.touch = raptor_bomblet_touch; bomblet.think = raptor_bomblet_boom; bomblet.nextthink = time + 5; bomblet.owner = self.owner; + bomblet.realowner = self.realowner; + bomblet.velocity = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity); - bomblet.modelflags = MF_GRENADE; - - bomblet.velocity = normalize(d + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * v; - - bomblet.angles = vectoangles(bomblet.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 = 0.25; - self.bomb2.alpha = 0.25; - bomb_1 = spawn(); bomb_2 = spawn(); - setmodel(bomb_1,"models/vehicles/raptor_bomb.dpm"); - setmodel(bomb_2,"models/vehicles/raptor_bomb.dpm"); - 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.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.movetype = bomb_2.movetype = MOVETYPE_BOUNCE; + bomb_1.velocity = bomb_2.velocity = self.velocity; + 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; if(autocvar_g_vehicle_raptor_bomblet_alt) bomb_1.nextthink = bomb_2.nextthink = time; else bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time; - bomb_1.avelocity = bomb_2.avelocity = '0 0 180'; bomb_1.owner = bomb_2.owner = self; - bomb_1.enemy = bomb_2.enemy = self.owner; - bomb_1.angles = bomb_2.angles = self.angles; + bomb_1.realowner = bomb_2.realowner = self.owner; bomb_1.solid = bomb_2.solid = SOLID_BBOX; + bomb_1.gravity = bomb_2.gravity = 1; - bomb_1 = spawn(); - bomb_1.owner = self; - bomb_1.think = raptor_bombs_return; - bomb_1.nextthink = time + autocvar_g_vehicle_raptor_bombs_refire; -} + 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, 150, DEATH_WAKIGUN, world); - sound (self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM); - remove (self); + CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE); + CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE); } + 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); - - CSQCProjectile(bolt, TRUE, PROJECTILE_CRYLINK , TRUE); + 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); } void raptor_think() @@ -216,16 +177,27 @@ void raptor_think() void raptor_enter() { - self.movetype = MOVETYPE_BOUNCEMISSILE; + 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.velocity_z = 1; + 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; + float hgt; + hgt = raptor_altitude(512); self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); self.angles_x *= 0.95; @@ -240,7 +212,7 @@ void raptor_land() if(hgt < 16) { - self.movetype = MOVETYPE_BOUNCE; + self.movetype = MOVETYPE_TOSS; self.think = raptor_think; } @@ -249,10 +221,11 @@ void raptor_land() void raptor_exit(float eject) { + vector spot; + 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; } @@ -263,79 +236,149 @@ void raptor_exit(float eject) 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; } else - setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64'); - + { + spot = self.origin - v_forward * 200 + '0 0 64'; + spot = vehicles_findgoodexit(spot); + setorigin(self.owner , spot); + } + self.owner = world; } -float raptor_frame() +float raptor_takeoff() { entity player, raptor; - float ftmp, ftmp2; - vector df; - + player = self; - raptor = self.vehicle; - self = raptor; - - if(player.BUTTON_USE) - { - self = raptor; - vehicles_exit(VHEF_NORMAL); - self = player; - return 0; - } - - if(raptor.deadflag != DEAD_NO) - { - self = player; - player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; - return 1; - } + 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); + } // 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.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000); self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y; - return 1; + player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; + + setorigin(player, raptor.origin + '0 0 32'); } + else + player.PlayerPhysplug = raptor_frame; - 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); + 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); - // Turn - raptor.angles_y = anglemods(raptor.angles_y + ftmp); + 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); - // Pitch Body - ftmp = autocvar_g_vehicle_raptor_pitchspeed * sys_frametime; - ftmp = bound(-ftmp, shortangle_f(player.v_angle_x - raptor.angles_x, raptor.angles_x), ftmp); + 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.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit); - raptor.angles_x *= -1; - if(autocvar_g_vehicle_raptor_movestyle == 1) + 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; + 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; + //sound (self.tur_head, CHAN_TRIGGER, "vehicles/raptor_fly.wav", 1 - ftmp, ATTN_NORM ); + sound (self, CHAN_TRIGGER, "vehicles/raptor_speed.wav", 1, ATTN_NORM); + self.wait = ftmp; + } + /* + else if(fabs(ftmp - self.wait) > 0.2) { - ftmp = raptor.angles_z; - raptor.angles_z = 0; - ftmp2 = raptor.angles_x; - raptor.angles_x = 0; - fixedmakevectors(raptor.angles); - raptor.angles_z = ftmp; - raptor.angles_x = ftmp2; + sound (self.tur_head, CHAN_TRIGGER, "", 1 - ftmp, ATTN_NORM ); + sound (self, CHAN_TRIGGER, "", 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); + + 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; + + 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 + 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); + + raptor.angles_x = anglemods(raptor.angles_x); + 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 makevectors(player.v_angle); - df = raptor.velocity * -1; + df = raptor.velocity * -autocvar_g_vehicle_raptor_friction; if(player.movement_x != 0) { @@ -368,43 +411,103 @@ float raptor_frame() 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 + if(autocvar_g_vehicle_raptor_cannon_locktarget) + { + + 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(self.lock_target != world) + if(autocvar_g_vehicle_raptor_cannon_predicttarget) + if(self.lock_strength == 1) + { + 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; + } + + if(self.lock_target) + { + if(raptor.lock_strength == 1) + UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1); + else if(self.lock_strength > 0.5) + UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1); + else if(self.lock_strength < 0.5) + UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1); + } + } // Aim the gunz - crosshair_trace(player); - ftmp2 = autocvar_g_vehicle_raptor_guns_turnspeed * frametime; + ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime; ftmp = -ftmp2; // Gun1 - df = vectoangles(normalize(trace_endpos - gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1")))); // Find the direction & angle - df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles); // Find aim offset + 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_guns_pitchlimit + 8), df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit); - raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_guns_turnlimit, df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_guns_turnlimit); - - //Gun 2 - df = vectoangles(normalize(trace_endpos - gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1")))); // Find the direction & angle - df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles); // Find aim offset + 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_guns_pitchlimit + 8), df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_guns_pitchlimit); - 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; + v_forward = vf * 0.5; + 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_fire_cannon(self.gun1, "fire1"); - raptor_fire_cannon(self.gun2, "fire1"); - - raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost; + raptor.misc_bulletcounter += 1; 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; self.cnt = time; } @@ -417,58 +520,29 @@ float raptor_frame() 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) { raptor_bombdrop(); raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire; - raptor.lip = time; + raptor.lip = time; } - player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip); - 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; - - self = player; 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(); -} - 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); @@ -482,70 +556,66 @@ void raptor_blowup() setorigin(self, self.pos1); self.touch = SUB_Null; + self.nextthink = 0; +} + +void raptor_diethink() +{ + if(random() < 0.1) + { + sound (self, CHAN_PROJECTILE, "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.wait = time; + 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; - 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.movetype = MOVETYPE_TOSS; self.solid = SOLID_SLIDEBOX; - self.takedamage = DAMAGE_AIM; - self.alpha = 1; - self.colormap = 1024; - self.deadflag = DEAD_NO; - self.bot_attack = TRUE; - self.colormod = '1 1 1'; - self.avelocity = '0 0 0'; - self.velocity = '0 0 0'; 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; } +// 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() { entity spinner; @@ -560,16 +630,18 @@ 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, '10 0 3'); + //setorigin(self.vehicle_viewport, '25 0 5'); self.frame = 0; @@ -578,15 +650,20 @@ void raptor_dinit() self.gun1 = spawn(); self.gun2 = spawn(); - 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.bomb1.angles = self.angles; + self.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")); @@ -600,6 +677,9 @@ void raptor_dinit() setattachment(self.gun2, self, ""); setorigin(self.gun2, ofs); + self.angles = self.bomb1.angles; + self.bomb1.angles = '0 0 0'; + spinner = spawn(); spinner.owner = self; setmodel(spinner,"models/vehicles/spinner.dpm"); @@ -615,12 +695,21 @@ void raptor_dinit() 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() { 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; @@ -637,9 +726,14 @@ 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"); + + precache_sound ("vehicles/raptor_fly.wav"); + precache_sound ("vehicles/raptor_speed.wav"); + self.think = raptor_dinit; - self.nextthink = time + 1; + self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5); } +#endif // SVQC