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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / unit / raptor.qc
1 #ifdef REGISTER_VEHICLE
2 REGISTER_VEHICLE(
3 /* VEH_##id   */ RAPTOR,
4 /* function   */ v_raptor,
5 /* spawnflags */ VHF_DMGSHAKE | VHF_DMGROLL,
6 /* mins,maxs  */ '-80 -80 0', '80 80 70',
7 /* model          */ "models/vehicles/raptor.dpm",
8 /* head_model */ "",
9 /* hud_model  */ "models/vehicles/raptor_cockpit.dpm",
10 /* tags           */ "", "tag_hud", "tag_camera",
11 /* netname        */ "raptor",
12 /* fullname   */ _("Raptor")
13 );
14 #else
15
16 const float RSM_FIRST = 0;
17 const float RSM_BOMB = 0;
18 const float RSM_FLARE = 1;
19 const float RSM_LAST = 1;
20
21 #ifdef SVQC
22 float autocvar_g_vehicle_raptor;
23
24 float autocvar_g_vehicle_raptor_respawntime;
25 float autocvar_g_vehicle_raptor_takeofftime;
26
27 float autocvar_g_vehicle_raptor_movestyle;
28 float autocvar_g_vehicle_raptor_turnspeed;
29 float autocvar_g_vehicle_raptor_pitchspeed;
30 float autocvar_g_vehicle_raptor_pitchlimit;
31
32 float autocvar_g_vehicle_raptor_speed_forward;
33 float autocvar_g_vehicle_raptor_speed_strafe;
34 float autocvar_g_vehicle_raptor_speed_up;
35 float autocvar_g_vehicle_raptor_speed_down;
36 float autocvar_g_vehicle_raptor_friction;
37
38 float autocvar_g_vehicle_raptor_bomblets;
39 float autocvar_g_vehicle_raptor_bomblet_alt;
40 float autocvar_g_vehicle_raptor_bomblet_time;
41 float autocvar_g_vehicle_raptor_bomblet_damage;
42 float autocvar_g_vehicle_raptor_bomblet_spread;
43 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
44 float autocvar_g_vehicle_raptor_bomblet_radius;
45 float autocvar_g_vehicle_raptor_bomblet_force;
46 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
47 float autocvar_g_vehicle_raptor_bombs_refire;
48
49 float autocvar_g_vehicle_raptor_flare_refire;
50 float autocvar_g_vehicle_raptor_flare_lifetime;
51 float autocvar_g_vehicle_raptor_flare_chase;
52 float autocvar_g_vehicle_raptor_flare_range;
53
54 float autocvar_g_vehicle_raptor_cannon_turnspeed;
55 float autocvar_g_vehicle_raptor_cannon_turnlimit;
56 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
57 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
58
59 float autocvar_g_vehicle_raptor_cannon_locktarget;
60 float autocvar_g_vehicle_raptor_cannon_locking_time;
61 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
62 float autocvar_g_vehicle_raptor_cannon_locked_time;
63 float autocvar_g_vehicle_raptor_cannon_predicttarget;
64
65 float autocvar_g_vehicle_raptor_cannon_cost;
66 float autocvar_g_vehicle_raptor_cannon_damage;
67 float autocvar_g_vehicle_raptor_cannon_radius;
68 float autocvar_g_vehicle_raptor_cannon_refire;
69 float autocvar_g_vehicle_raptor_cannon_speed;
70 float autocvar_g_vehicle_raptor_cannon_spread;
71 float autocvar_g_vehicle_raptor_cannon_force;
72
73 float autocvar_g_vehicle_raptor_energy;
74 float autocvar_g_vehicle_raptor_energy_regen;
75 float autocvar_g_vehicle_raptor_energy_regen_pause;
76
77 float autocvar_g_vehicle_raptor_health;
78 float autocvar_g_vehicle_raptor_health_regen;
79 float autocvar_g_vehicle_raptor_health_regen_pause;
80
81 float autocvar_g_vehicle_raptor_shield;
82 float autocvar_g_vehicle_raptor_shield_regen;
83 float autocvar_g_vehicle_raptor_shield_regen_pause;
84
85 float autocvar_g_vehicle_raptor_bouncefactor;
86 float autocvar_g_vehicle_raptor_bouncestop;
87 vector autocvar_g_vehicle_raptor_bouncepain;
88
89 .entity bomb1;
90 .entity bomb2;
91
92 float raptor_altitude(float amax)
93 {
94         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
95         return vlen(self.origin - trace_endpos);
96 }
97
98 void raptor_bomblet_boom()
99 {
100         RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
101                                                                         autocvar_g_vehicle_raptor_bomblet_edgedamage,
102                                                                         autocvar_g_vehicle_raptor_bomblet_radius, world,
103                                                                         autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
104         remove(self);
105 }
106
107 void raptor_bomblet_touch()
108 {
109         if(other == self.owner)
110                 return;
111
112         PROJECTILE_TOUCH;
113         self.think = raptor_bomblet_boom;
114         self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
115 }
116
117 void raptor_bomb_burst()
118 {
119         if(self.cnt > time)
120         if(autocvar_g_vehicle_raptor_bomblet_alt)
121         {
122                 self.nextthink = time;
123                 traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
124                 if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
125                 {
126                         UpdateCSQCProjectile(self);
127                         return;
128                 }
129         }
130
131         entity bomblet;
132         float i;
133
134         Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
135
136         for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
137         {
138                 bomblet = spawn();
139                 setorigin(bomblet, self.origin);
140
141                 bomblet.movetype        = MOVETYPE_TOSS;
142                 bomblet.touch      = raptor_bomblet_touch;
143                 bomblet.think      = raptor_bomblet_boom;
144                 bomblet.nextthink   = time + 5;
145                 bomblet.owner      = self.owner;
146                 bomblet.realowner   = self.realowner;
147                 bomblet.velocity        = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
148
149                 PROJECTILE_MAKETRIGGER(bomblet);
150                 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
151         }
152
153         remove(self);
154 }
155
156 void raptor_bombdrop()
157 {
158         entity bomb_1, bomb_2;
159
160         bomb_1 = spawn();
161         bomb_2 = spawn();
162
163         setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
164         setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
165
166         bomb_1.movetype  = bomb_2.movetype   = MOVETYPE_BOUNCE;
167         bomb_1.velocity  = bomb_2.velocity   = self.velocity;
168         bomb_1.touch            = bomb_2.touch    = raptor_bomb_burst;
169         bomb_1.think            = bomb_2.think    = raptor_bomb_burst;
170         bomb_1.cnt                = bomb_2.cnt          = time + 10;
171
172         if(autocvar_g_vehicle_raptor_bomblet_alt)
173                 bomb_1.nextthink = bomb_2.nextthink  = time;
174         else
175                 bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
176
177         bomb_1.owner     = bomb_2.owner   = self;
178         bomb_1.realowner = bomb_2.realowner  = self.owner;
179         bomb_1.solid     = bomb_2.solid   = SOLID_BBOX;
180         bomb_1.gravity   = bomb_2.gravity       = 1;
181
182         PROJECTILE_MAKETRIGGER(bomb_1);
183         PROJECTILE_MAKETRIGGER(bomb_2);
184
185         CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
186         CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
187 }
188
189
190 void raptor_fire_cannon(entity gun, string tagname)
191 {
192         vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
193                                                    gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
194                                                    autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
195                                                    DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner);
196 }
197
198 void raptor_land()
199 {
200         float hgt;
201
202         hgt = raptor_altitude(512);
203         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
204         self.angles_x *= 0.95;
205         self.angles_z *= 0.95;
206
207         if(hgt < 128)
208         if(hgt > 0)
209                 self.frame = (hgt / 128) * 25;
210
211         self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
212         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
213
214         if(hgt < 16)
215         {
216                 self.movetype = MOVETYPE_TOSS;
217                 self.think      = vehicles_think;
218                 self.frame      = 0;
219         }
220
221         self.nextthink  = time;
222 }
223
224 void raptor_exit(float eject)
225 {
226         vector spot;
227         self.tur_head.exteriormodeltoclient = world;
228
229         if(self.deadflag == DEAD_NO)
230         {
231                 self.think        = raptor_land;
232                 self.nextthink  = time;
233         }
234
235         if not (self.owner)
236                 return;
237
238         makevectors(self.angles);
239         if(eject)
240         {
241                 spot = self.origin + v_forward * 100 + '0 0 64';
242                 spot = vehicles_findgoodexit(spot);
243                 setorigin(self.owner , spot);
244                 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
245                 self.owner.oldvelocity = self.owner.velocity;
246         }
247         else
248         {
249                 if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed)
250                 {
251                         self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
252                         self.owner.velocity_z += 200;
253                         spot = self.origin + v_forward * 32 + '0 0 64';
254                         spot = vehicles_findgoodexit(spot);
255                 }
256                 else
257                 {
258                         self.owner.velocity = self.velocity * 0.5;
259                         self.owner.velocity_z += 10;
260                         spot = self.origin - v_forward * 200 + '0 0 64';
261                         spot = vehicles_findgoodexit(spot);
262                 }
263                 self.owner.oldvelocity = self.owner.velocity;
264                 setorigin(self.owner , spot);
265         }
266
267         antilag_clear(self.owner);
268         self.owner = world;
269 }
270
271 void raptor_flare_touch()
272 {
273         remove(self);
274 }
275
276 void raptor_flare_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
277 {
278         self.health -= damage;
279         if(self.health <= 0)
280                 remove(self);
281 }
282
283 void raptor_flare_think()
284 {
285         self.nextthink = time + 0.1;
286         entity _missile = findchainentity(enemy, self.owner);
287         while(_missile)
288         {
289                 if(_missile.flags & FL_PROJECTILE)
290                 if(vlen(self.origin - _missile.origin) < autocvar_g_vehicle_raptor_flare_range)
291                 if(random() > autocvar_g_vehicle_raptor_flare_chase)
292                         _missile.enemy = self;
293                 _missile = _missile.chain;
294         }
295
296         if(self.tur_impacttime < time)
297                 remove(self);
298 }
299
300 float raptor_frame()
301 {
302         entity player, raptor;
303         float ftmp = 0;
304         vector df;
305
306         if(intermission_running)
307                 return 1;
308
309         player = self;
310         raptor = self.vehicle;
311         self   = raptor;
312         vehicles_painframe();
313         /*
314         ftmp = vlen(self.velocity);
315         if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
316                 ftmp = 1;
317         else
318                 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
319         */
320
321         if(self.sound_nexttime < time)
322         {
323                 self.sound_nexttime = time + 7.955812;
324                 //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTEN_NORM );
325                 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
326                 self.wait = ftmp;
327         }
328         /*
329         else if(fabs(ftmp - self.wait) > 0.2)
330         {
331                 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp,   ATTEN_NORM );
332                 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
333                 self.wait = ftmp;
334         }
335         */
336
337         if(raptor.deadflag != DEAD_NO)
338         {
339                 self = player;
340                 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
341                 return 1;
342         }
343         crosshair_trace(player);
344
345         vector vang;
346         vang = raptor.angles;
347         df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
348         vang_x *= -1;
349         df_x *= -1;
350         if(df_x > 180)  df_x -= 360;
351         if(df_x < -180) df_x += 360;
352         if(df_y > 180)  df_y -= 360;
353         if(df_y < -180) df_y += 360;
354
355         ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
356         if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
357         raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
358
359         // Pitch
360         ftmp = 0;
361         if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
362         else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
363
364         df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
365         ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
366         raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
367
368         raptor.angles_x = anglemods(raptor.angles_x);
369         raptor.angles_y = anglemods(raptor.angles_y);
370         raptor.angles_z = anglemods(raptor.angles_z);
371
372         if(autocvar_g_vehicle_raptor_movestyle == 1)
373                 makevectors('0 1 0' * raptor.angles_y);
374         else
375                 makevectors(player.v_angle);
376
377         df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
378
379         if(player.movement_x != 0)
380         {
381                 if(player.movement_x > 0)
382                         df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
383                 else if(player.movement_x < 0)
384                         df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
385         }
386
387         if(player.movement_y != 0)
388         {
389                 if(player.movement_y < 0)
390                         df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
391                 else if(player.movement_y > 0)
392                         df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
393
394                 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
395         }
396         else
397         {
398                 raptor.angles_z *= 0.95;
399                 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
400                         raptor.angles_z = 0;
401         }
402
403         if(player.BUTTON_CROUCH)
404                 df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
405         else if (player.BUTTON_JUMP)
406                 df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
407
408         raptor.velocity  += df * frametime;
409         player.velocity = player.movement  = raptor.velocity;
410         setorigin(player, raptor.origin + '0 0 32');
411
412         vector vf, ad;
413         // Target lock & predict
414         if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
415         {
416                 if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
417                         raptor.gun1.enemy = world;
418
419                 if(trace_ent)
420                 if(trace_ent.movetype)
421                 if(trace_ent.takedamage)
422                 if(!trace_ent.deadflag)
423                 {
424                         if(teamplay)
425                         {
426                                 if(trace_ent.team != player.team)
427                                 {
428                                         raptor.gun1.enemy = trace_ent;
429                                         raptor.gun1.lock_time = time + 5;
430                                 }
431                         }
432                         else
433                         {
434                                 raptor.gun1.enemy = trace_ent;
435                                 raptor.gun1.lock_time = time + 0.5;
436                         }
437                 }
438
439                 if(raptor.gun1.enemy)
440                 {
441                         float i, distance, impact_time;
442
443                         vf = real_origin(raptor.gun1.enemy);
444                         UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
445                         vector _vel = raptor.gun1.enemy.velocity;
446                         if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
447                                 _vel_z *= 0.1;
448
449                         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
450                         {
451                                 ad = vf;
452                                 for(i = 0; i < 4; ++i)
453                                 {
454                                         distance = vlen(ad - player.origin);
455                                         impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
456                                         ad = vf + _vel * impact_time;
457                                 }
458                                 trace_endpos = ad;
459                         }
460                         else
461                                 trace_endpos = vf;
462                 }
463         }
464         else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
465         {
466
467                 vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
468                                                          (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
469                                                          autocvar_g_vehicle_raptor_cannon_locked_time);
470
471                 if(self.lock_target != world)
472                 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
473                 if(self.lock_strength == 1)
474                 {
475                         float i, distance, impact_time;
476
477                         vf = real_origin(raptor.lock_target);
478                         ad = vf;
479                         for(i = 0; i < 4; ++i)
480                         {
481                                 distance = vlen(ad - raptor.origin);
482                                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
483                                 ad = vf + raptor.lock_target.velocity * impact_time;
484                         }
485                         trace_endpos = ad;
486                 }
487
488                 if(self.lock_target)
489                 {
490                         if(raptor.lock_strength == 1)
491                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
492                         else if(self.lock_strength > 0.5)
493                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
494                         else if(self.lock_strength < 0.5)
495                                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
496                 }
497         }
498
499
500         vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
501                                                   autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
502                                                   autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
503
504         vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
505                                                   autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
506                                                   autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
507
508         /*
509         ad = ad * 0.5;
510         v_forward = vf * 0.5;
511         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
512         UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
513         */
514
515         if(player.BUTTON_ATCK)
516         if(raptor.attack_finished_single <= time)
517         if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
518         {
519                 raptor.misc_bulletcounter += 1;
520                 raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
521                 if(raptor.misc_bulletcounter <= 2)
522                         raptor_fire_cannon(self.gun1, "fire1");
523                 else if(raptor.misc_bulletcounter == 3)
524                         raptor_fire_cannon(self.gun2, "fire1");
525                 else
526                 {
527                         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
528                         raptor_fire_cannon(self.gun2, "fire1");
529                         raptor.misc_bulletcounter = 0;
530                 }
531                 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
532                 self.cnt = time;
533         }
534
535         if(self.vehicle_flags  & VHF_SHIELDREGEN)
536                 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
537
538         if(self.vehicle_flags  & VHF_HEALTHREGEN)
539                 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
540
541         if(self.vehicle_flags  & VHF_ENERGYREGEN)
542                 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
543
544         if(raptor.vehicle_weapon2mode == RSM_BOMB)
545         {
546                 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
547                 if(player.BUTTON_ATCK2)
548                 {
549                         raptor_bombdrop();
550                         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
551                         raptor.lip   = time;
552                 }
553         }
554         else
555         {
556                 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
557                 if(player.BUTTON_ATCK2)
558                 {
559                         float i;
560                         entity _flare;
561
562                         for(i = 0; i < 3; ++i)
563                         {
564                         _flare = spawn();
565                         setmodel(_flare, "models/runematch/rune.mdl");
566                         _flare.effects = EF_LOWPRECISION | EF_FLAME;
567                         _flare.scale = 0.5;
568                         setorigin(_flare, self.origin - '0 0 16');
569                         _flare.movetype = MOVETYPE_TOSS;
570                         _flare.gravity = 0.15;
571                         _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
572                         _flare.think = raptor_flare_think;
573                         _flare.nextthink = time;
574                         _flare.owner = raptor;
575                         _flare.solid = SOLID_CORPSE;
576                         _flare.takedamage = DAMAGE_YES;
577                         _flare.event_damage = raptor_flare_damage;
578                         _flare.health = 20;
579                         _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
580                         _flare.touch = raptor_flare_touch;
581                         }
582                         raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
583                         raptor.lip   = time;
584                 }
585         }
586
587         raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
588         player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
589
590         if(self.bomb1.cnt < time)
591         {
592                 entity _missile = findchainentity(enemy, raptor);
593                 float _incomming = 0;
594                 while(_missile)
595                 {
596                         if(_missile.flags & FL_PROJECTILE)
597                         if(MISSILE_IS_TRACKING(_missile))
598                         if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range)
599                                 ++_incomming;
600
601                         _missile = _missile.chain;
602                 }
603
604                 if(_incomming)
605                         sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
606
607                 self.bomb1.cnt = time + 1;
608         }
609
610
611         VEHICLE_UPDATE_PLAYER(player, health, raptor);
612         VEHICLE_UPDATE_PLAYER(player, energy, raptor);
613         if(self.vehicle_flags & VHF_HASSHIELD)
614                 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
615
616         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
617
618         self = player;
619         return 1;
620 }
621
622 float raptor_takeoff()
623 {
624         entity player, raptor;
625
626         player = self;
627         raptor = self.vehicle;
628         self   = raptor;
629         if(self.sound_nexttime < time)
630         {
631                 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
632                 sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
633         }
634
635         // Takeoff sequense
636         if(raptor.frame < 25)
637         {
638                 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
639                 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
640                 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
641                 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
642                 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
643
644                 setorigin(player, raptor.origin + '0 0 32');
645         }
646         else
647                 player.PlayerPhysplug = raptor_frame;
648
649         if(self.vehicle_flags  & VHF_SHIELDREGEN)
650                 vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, TRUE);
651
652         if(self.vehicle_flags  & VHF_HEALTHREGEN)
653                 vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, FALSE);
654
655         if(self.vehicle_flags  & VHF_ENERGYREGEN)
656                 vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, FALSE);
657
658
659         raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
660         player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
661
662         VEHICLE_UPDATE_PLAYER(player, health, raptor);
663         VEHICLE_UPDATE_PLAYER(player, energy, raptor);
664         if(self.vehicle_flags & VHF_HASSHIELD)
665                 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
666
667         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
668         self = player;
669         return 1;
670 }
671
672 void raptor_blowup()
673 {
674         self.deadflag   = DEAD_DEAD;
675         self.vehicle_exit(VHEF_NORMAL);
676         RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_RAPT_DEATH, world);
677
678         self.alpha                = -1;
679         self.movetype      = MOVETYPE_NONE;
680         self.effects            = EF_NODRAW;
681         self.colormod      = '0 0 0';
682         self.avelocity    = '0 0 0';
683         self.velocity      = '0 0 0';
684
685         setorigin(self, self.pos1);
686         self.touch = func_null;
687         self.nextthink = 0;
688 }
689
690 void raptor_diethink()
691 {
692         if(time >= self.wait)
693                 self.think = raptor_blowup;
694
695         if(random() < 0.1)
696         {
697                 sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
698                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
699         }
700         self.nextthink = time + 0.1;
701 }
702
703 // If we dont do this ever now and then, the raptors rotors
704 // stop working, presumably due to angle overflow. cute.
705 void raptor_rotor_anglefix()
706 {
707         self.gun1.angles_y = anglemods(self.gun1.angles_y);
708         self.gun2.angles_y = anglemods(self.gun2.angles_y);
709         self.nextthink = time + 15;
710 }
711
712 float raptor_impulse(float _imp)
713 {
714         switch(_imp)
715         {
716                 case 10:
717                 case 15:
718                 case 18:
719                         self.vehicle.vehicle_weapon2mode += 1;
720                         if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
721                                 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
722
723                         CSQCVehicleSetup(self, 0);
724                         return TRUE;
725                 case 12:
726                 case 16:
727                 case 19:
728                         self.vehicle.vehicle_weapon2mode -= 1;
729                         if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
730                                 self.vehicle.vehicle_weapon2mode = RSM_LAST;
731
732                         CSQCVehicleSetup(self, 0);
733                         return TRUE;
734
735                 /*
736                 case 17: // toss gun, could be used to exit?
737                         break;
738                 case 20: // Manual minigun reload?
739                         break;
740                 */
741         }
742         return FALSE;
743 }
744
745 void spawnfunc_vehicle_raptor()
746 {
747         if not(autocvar_g_vehicle_raptor) { remove(self); return; }
748         if not(vehicle_initialize(VEH_RAPTOR, FALSE)) { remove(self); return; }
749 }
750
751 float v_raptor(float req)
752 {
753         switch(req)
754         {
755                 case VR_IMPACT:
756                 {
757                         if(autocvar_g_vehicle_raptor_bouncepain)
758                                 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
759                                 
760                         return TRUE;
761                 }
762                 case VR_ENTER:
763                 {
764                         self.vehicle_weapon2mode = RSM_BOMB;
765                         self.owner.PlayerPhysplug = raptor_takeoff;
766                         self.movetype      = MOVETYPE_BOUNCEMISSILE;
767                         self.solid                = SOLID_SLIDEBOX;
768                         self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
769                         self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
770                         self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
771                         self.tur_head.exteriormodeltoclient = self.owner;
772
773                         self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
774                         self.lip   = time;
775
776                         if(self.owner.flagcarried)
777                            setorigin(self.owner.flagcarried, '-20 0 96');
778
779                         CSQCVehicleSetup(self.owner, 0);
780                         return TRUE;
781                 }
782                 case VR_THINK:
783                 {
784                         return TRUE;
785                 }
786                 case VR_DEATH:
787                 {
788                         self.health                             = 0;
789                         self.event_damage               = func_null;
790                         self.solid                              = SOLID_CORPSE;
791                         self.takedamage                 = DAMAGE_NO;
792                         self.deadflag                   = DEAD_DYING;
793                         self.movetype                   = MOVETYPE_BOUNCE;
794                         self.think                              = raptor_diethink;
795                         self.nextthink                  = time;
796                         self.wait                               = time + 5 + (random() * 5);
797
798                         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
799
800                         self.velocity_z += 600;
801
802                         self.avelocity = '0 0.5 1' * (random() * 400);
803                         self.avelocity -= '0 0.5 1' * (random() * 400);
804
805                         self.colormod = '-0.5 -0.5 -0.5';
806                         self.touch = raptor_blowup;
807                         return TRUE;
808                 }
809                 case VR_SPAWN:
810                 {
811                         if not(self.gun1)
812                         {
813                                 entity spinner;
814                                 vector ofs;
815
816                                 //FIXME: Camera is in a bad place in HUD model.
817                                 //setorigin(self.vehicle_viewport, '25 0 5');
818
819                                 self.vehicles_impulse   = raptor_impulse;
820
821                                 self.frame = 0;
822
823                                 self.bomb1 = spawn();
824                                 self.bomb2 = spawn();
825                                 self.gun1  = spawn();
826                                 self.gun2  = spawn();
827
828                                 setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
829                                 setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
830                                 setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
831                                 setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
832                                 setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
833
834                                 setattachment(self.bomb1, self, "bombmount_left");
835                                 setattachment(self.bomb2, self, "bombmount_right");
836                                 setattachment(self.tur_head, self,"root");
837
838                                 // FIXMODEL Guns mounts to angled bones
839                                 self.bomb1.angles = self.angles;
840                                 self.angles = '0 0 0';
841                                 // This messes up gun-aim, so work arround it.
842                                 //setattachment(self.gun1, self, "gunmount_left");
843                                 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
844                                 ofs -= self.origin;
845                                 setattachment(self.gun1, self, "");
846                                 setorigin(self.gun1, ofs);
847
848                                 //setattachment(self.gun2, self, "gunmount_right");
849                                 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
850                                 ofs -= self.origin;
851                                 setattachment(self.gun2, self, "");
852                                 setorigin(self.gun2, ofs);
853
854                                 self.angles = self.bomb1.angles;
855                                 self.bomb1.angles = '0 0 0';
856
857                                 spinner = spawn();
858                                 spinner.owner = self;
859                                 setmodel(spinner,"models/vehicles/spinner.dpm");
860                                 setattachment(spinner, self, "engine_left");
861                                 spinner.movetype = MOVETYPE_NOCLIP;
862                                 spinner.avelocity = '0 90 0';
863                                 self.bomb1.gun1 = spinner;
864
865                                 spinner = spawn();
866                                 spinner.owner = self;
867                                 setmodel(spinner,"models/vehicles/spinner.dpm");
868                                 setattachment(spinner, self, "engine_right");
869                                 spinner.movetype = MOVETYPE_NOCLIP;
870                                 spinner.avelocity = '0 -90 0';
871                                 self.bomb1.gun2 = spinner;
872
873                                 // Sigh.
874                                 self.bomb1.think = raptor_rotor_anglefix;
875                                 self.bomb1.nextthink = time;
876
877                                 self.mass                          = 1 ;
878                         }
879
880                         self.frame                = 0;
881                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
882                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
883                         self.movetype      = MOVETYPE_TOSS;
884                         self.solid                = SOLID_SLIDEBOX;
885                         self.vehicle_energy = 1;
886                         
887                         self.PlayerPhysplug = raptor_frame;
888
889                         self.bomb1.gun1.avelocity_y = 90;
890                         self.bomb1.gun2.avelocity_y = -90;
891                         
892                         self.delay = time;
893
894                         self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
895                         self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
896                         self.damageforcescale = 0.25;
897                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
898                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
899                         return TRUE;
900                 }
901                 case VR_SETUP:
902                 {
903                         if(autocvar_g_vehicle_raptor_shield)
904                                 self.vehicle_flags |= VHF_HASSHIELD;
905
906                         if(autocvar_g_vehicle_raptor_shield_regen)
907                                 self.vehicle_flags |= VHF_SHIELDREGEN;
908
909                         if(autocvar_g_vehicle_raptor_health_regen)
910                                 self.vehicle_flags |= VHF_HEALTHREGEN;
911
912                         if(autocvar_g_vehicle_raptor_energy_regen)
913                                 self.vehicle_flags |= VHF_ENERGYREGEN;
914                                 
915                         self.vehicle_exit = raptor_exit;
916                         self.respawntime = autocvar_g_vehicle_raptor_respawntime;
917                         self.vehicle_health = autocvar_g_vehicle_raptor_health;
918                         self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
919                         self.max_health = self.vehicle_health;
920                                 
921                         return TRUE;
922                 }
923                 case VR_PRECACHE:
924                 {
925                         precache_model ("models/vehicles/raptor.dpm");
926                         precache_model ("models/vehicles/raptor_gun.dpm");
927                         precache_model ("models/vehicles/spinner.dpm");
928                         precache_model ("models/vehicles/raptor_cockpit.dpm");
929                         precache_model ("models/vehicles/clusterbomb_folded.md3");
930                         precache_model ("models/vehicles/raptor_body.dpm");
931
932                         precache_sound ("vehicles/raptor_fly.wav");
933                         precache_sound ("vehicles/raptor_speed.wav");
934                         precache_sound ("vehicles/missile_alarm.wav");
935                 
936                         return TRUE;
937                 }
938         }
939
940         return TRUE;
941 }
942
943 #endif // SVQC
944 #ifdef CSQC
945
946 #define raptor_ico  "gfx/vehicles/raptor.tga"
947 #define raptor_gun  "gfx/vehicles/raptor_guns.tga"
948 #define raptor_bomb "gfx/vehicles/raptor_bombs.tga"
949 #define raptor_drop "gfx/vehicles/axh-dropcross.tga"
950 string raptor_xhair;
951
952 float v_raptor(float req)
953 {
954         switch(req)
955         {
956                 case VR_HUD:
957                 {
958                         if(autocvar_r_letterbox)
959                                 return TRUE;
960
961                         vector picsize, hudloc = '0 0 0', pic2size, picloc;
962
963                         // Fetch health & ammo stats
964                         HUD_GETVEHICLESTATS
965
966                         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
967                         hudloc_y = vid_conheight - picsize_y;
968                         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
969
970                         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
971
972                         ammo1   *= 0.01;
973                         ammo2   *= 0.01;
974                         shield  *= 0.01;
975                         vh_health  *= 0.01;
976                         energy  *= 0.01;
977                         reload1 = reload2 * 0.01;
978                         //reload2 *= 0.01;
979
980                         pic2size = draw_getimagesize(raptor_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
981                         picloc = picsize * 0.5 - pic2size * 0.5;
982                         if(vh_health < 0.25)
983                                 drawpic(hudloc + picloc, raptor_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
984                         else
985                                 drawpic(hudloc + picloc, raptor_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
986                         drawpic(hudloc + picloc, raptor_bomb, pic2size,  '1 1 1' * reload1 + '1 0 0' * (1 - reload1), 1, DRAWFLAG_NORMAL);
987                         drawpic(hudloc + picloc, raptor_gun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
988                         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
989
990                 // Health bar
991                         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
992                         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
993                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
994                         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
995                         drawresetcliparea();
996                 // ..  and icon
997                         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
998                         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
999                         if(vh_health < 0.25)
1000                         {
1001                                 if(alarm1time < time)
1002                                 {
1003                                         alarm1time = time + 2;
1004                                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1005                                 }
1006
1007                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1008                         }
1009                         else
1010                         {
1011                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1012                                 if(alarm1time)
1013                                 {
1014                                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1015                                         alarm1time = 0;
1016                                 }
1017                         }
1018
1019                 // Shield bar
1020                         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1021                         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1022                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1023                         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1024                         drawresetcliparea();
1025                 // ..  and icon
1026                         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1027                         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1028                         if(shield < 0.25)
1029                         {
1030                                 if(alarm2time < time)
1031                                 {
1032                                         alarm2time = time + 1;
1033                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1034                                 }
1035                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1036                         }
1037                         else
1038                         {
1039                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1040                                 if(alarm2time)
1041                                 {
1042                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1043                                         alarm2time = 0;
1044                                 }
1045                         }
1046
1047                 // Gun bar
1048                         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1049                         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1050                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight);
1051                         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1052                         drawresetcliparea();
1053                 // ..  and icon
1054                         picsize = draw_getimagesize(hud_ammo1_ico) * autocvar_cl_vehicles_hudscale;
1055                         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1056                         if(energy < 0.2)
1057                                 drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1058                         else
1059                                 drawpic(hudloc + picloc, hud_ammo1_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1060
1061                 // Bomb bar
1062                         picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale;
1063                         picloc = '450 140 0' * autocvar_cl_vehicles_hudscale;
1064                         drawsetcliparea(hudloc_x + picloc_x, hudloc_y + picloc_y, picsize_x * reload1, vid_conheight);
1065                         drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1066                         drawresetcliparea();
1067                 // ..  and icon
1068                         pic2size = draw_getimagesize(hud_ammo2_ico) * autocvar_cl_vehicles_hudscale;
1069                         picloc = '664 130 0' * autocvar_cl_vehicles_hudscale;
1070                         if(reload1 != 1)
1071                                 drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1072                         else
1073                                 drawpic(hudloc + picloc, hud_ammo2_ico, pic2size, '1 1 1', 1, DRAWFLAG_NORMAL);
1074
1075                         if(weapon2mode == RSM_FLARE)
1076                         {
1077                                 raptor_xhair =  "gfx/vehicles/axh-bracket.tga";
1078                         }
1079                         else
1080                         {
1081                                 raptor_xhair =  "gfx/vehicles/axh-ring.tga";
1082
1083                                 // Bombing crosshair
1084                                 if(!dropmark)
1085                                 {
1086                                         dropmark = spawn();
1087                                         dropmark.owner = self;
1088                                         dropmark.gravity = 1;
1089                                 }
1090
1091                                 if(reload2 == 100)
1092                                 {
1093                                         vector where;
1094
1095                                         setorigin(dropmark, pmove_org);
1096                                         dropmark.velocity = pmove_vel;
1097                                         tracetoss(dropmark, self);
1098
1099                                         where = project_3d_to_2d(trace_endpos);
1100
1101                                         setorigin(dropmark, trace_endpos);
1102                                         picsize = draw_getimagesize(raptor_drop) * 0.2;
1103
1104                                         if not (where_z < 0 || where_x < 0 || where_y < 0 || where_x > vid_conwidth || where_y > vid_conheight)
1105                                         {
1106                                                 where_x -= picsize_x * 0.5;
1107                                                 where_y -= picsize_y * 0.5;
1108                                                 where_z = 0;
1109                                                 drawpic(where, raptor_drop, picsize, '0 2 0', 1, DRAWFLAG_ADDITIVE);
1110                                         }
1111                                         dropmark.cnt = time + 5;
1112                                 }
1113                                 else
1114                                 {
1115                                         vector where;
1116                                         if(dropmark.cnt > time)
1117                                         {
1118                                                 where = project_3d_to_2d(dropmark.origin);
1119                                                 picsize = draw_getimagesize(raptor_drop) * 0.25;
1120
1121                                                 if not (where_z < 0 || where_x < 0 || where_y < 0 || where_x > vid_conwidth || where_y > vid_conheight)
1122                                                 {
1123                                                         where_x -= picsize_x * 0.5;
1124                                                         where_y -= picsize_y * 0.5;
1125                                                         where_z = 0;
1126                                                         drawpic(where, raptor_drop, picsize, '2 0 0', 1, DRAWFLAG_ADDITIVE);
1127                                                 }
1128                                         }
1129                                 }
1130                         }
1131
1132                         if (scoreboard_showscores)
1133                                 HUD_DrawScoreboard();
1134                         else
1135                         {
1136                                 picsize = draw_getimagesize(raptor_xhair);
1137                                 picsize_x *= 0.5;
1138                                 picsize_y *= 0.5;
1139
1140                                 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), raptor_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1141                         }
1142                         
1143                         return TRUE;
1144                 }
1145                 case VR_SETUP:
1146                 {
1147                         AuxiliaryXhair[0].axh_image   = "gfx/vehicles/axh-special2.tga";
1148                         AuxiliaryXhair[0].axh_scale   = 0.5;
1149                         
1150                         AuxiliaryXhair[1].axh_image = "gfx/vehicles/axh-bracket.tga";
1151                         AuxiliaryXhair[1].axh_scale = 0.25;
1152                         return TRUE;
1153                 }
1154                 case VR_PRECACHE:
1155                 {
1156                         precache_model ("models/vehicles/raptor.dpm");
1157                         precache_model ("models/vehicles/raptor_gun.dpm");
1158                         precache_model ("models/vehicles/spinner.dpm");
1159                         precache_model ("models/vehicles/raptor_cockpit.dpm");
1160                         precache_model ("models/vehicles/clusterbomb_folded.md3");
1161                         precache_model ("models/vehicles/raptor_body.dpm");
1162                         
1163                         return TRUE;
1164                 }
1165         }
1166
1167         return TRUE;
1168 }
1169
1170 #endif // CSQC
1171 #endif // REGISTER_VEHICLE