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Clean up vehicle physics plugin a bit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / raptor.qc
1 #ifndef VEHICLE_RAPTOR
2 #define VEHICLE_RAPTOR
3 #include "raptor.qh"
4
5 #include "raptor_weapons.qc"
6
7 CLASS(Raptor, Vehicle)
8 /* spawnflags */ ATTRIB(Raptor, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL);
9 /* mins       */ ATTRIB(Raptor, mins, vector, '-80 -80 0');
10 /* maxs       */ ATTRIB(Raptor, maxs, vector, '80 80 70');
11 /* view offset*/ ATTRIB(Raptor, view_ofs, vector, '0 0 160');
12 /* view dist  */ ATTRIB(Raptor, height, float, 200);
13 /* model          */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm");
14 /* model          */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm");
15 /* head_model */ ATTRIB(Raptor, head_model, string, "");
16 /* hud_model  */ ATTRIB(Raptor, hud_model, string, "models/vehicles/raptor_cockpit.dpm");
17 /* tags       */ ATTRIB(Raptor, tag_head, string, "");
18 /* tags       */ ATTRIB(Raptor, tag_hud, string, "tag_hud");
19 /* tags       */ ATTRIB(Raptor, tag_view, string, "tag_camera");
20 /* netname    */ ATTRIB(Raptor, netname, string, "raptor");
21 /* fullname   */ ATTRIB(Raptor, vehicle_name, string, _("Raptor"));
22 /* icon       */ ATTRIB(Raptor, m_icon, string, "vehicle_raptor");
23 ENDCLASS(Raptor)
24 REGISTER_VEHICLE(RAPTOR, NEW(Raptor));
25
26 #endif
27
28 #ifdef IMPLEMENTATION
29
30 #include "raptor_weapons.qc"
31
32 #ifdef SVQC
33
34 bool autocvar_g_vehicle_raptor = true;
35
36 float autocvar_g_vehicle_raptor_respawntime = 40;
37 float autocvar_g_vehicle_raptor_takeofftime = 1.5;
38
39 // 0: go where player aims, +forward etc relative to aim angles
40 // 1: ignore aim for up/down movement. +forward always moved forward, +jump always moves up
41 int autocvar_g_vehicle_raptor_movestyle = 1;
42 float autocvar_g_vehicle_raptor_turnspeed = 200;
43 float autocvar_g_vehicle_raptor_pitchspeed = 50;
44 float autocvar_g_vehicle_raptor_pitchlimit = 45;
45
46 float autocvar_g_vehicle_raptor_speed_forward = 1700;
47 float autocvar_g_vehicle_raptor_speed_strafe = 900;
48 float autocvar_g_vehicle_raptor_speed_up = 1700;
49 float autocvar_g_vehicle_raptor_speed_down = 1700;
50 float autocvar_g_vehicle_raptor_friction = 2;
51
52 float autocvar_g_vehicle_raptor_cannon_turnspeed = 120;
53 float autocvar_g_vehicle_raptor_cannon_turnlimit = 20;
54 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up = 12;
55 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down = 32;
56
57 float autocvar_g_vehicle_raptor_cannon_locktarget = 0;
58 float autocvar_g_vehicle_raptor_cannon_locking_time = 0.2;
59 float autocvar_g_vehicle_raptor_cannon_locking_releasetime = 0.45;
60 float autocvar_g_vehicle_raptor_cannon_locked_time = 1;
61 float autocvar_g_vehicle_raptor_cannon_predicttarget = 1;
62
63 float autocvar_g_vehicle_raptor_energy = 100;
64 float autocvar_g_vehicle_raptor_energy_regen = 25;
65 float autocvar_g_vehicle_raptor_energy_regen_pause = 0.25;
66
67 float autocvar_g_vehicle_raptor_health = 150;
68 float autocvar_g_vehicle_raptor_health_regen = 0;
69 float autocvar_g_vehicle_raptor_health_regen_pause = 0;
70
71 float autocvar_g_vehicle_raptor_shield = 75;
72 float autocvar_g_vehicle_raptor_shield_regen = 25;
73 float autocvar_g_vehicle_raptor_shield_regen_pause = 1.5;
74
75 float autocvar_g_vehicle_raptor_bouncefactor = 0.2;
76 float autocvar_g_vehicle_raptor_bouncestop = 0;
77 vector autocvar_g_vehicle_raptor_bouncepain = '1 4 1000';
78
79 .entity bomb1;
80 .entity bomb2;
81
82 float raptor_altitude(float amax)
83 {SELFPARAM();
84         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
85         return vlen(self.origin - trace_endpos);
86 }
87
88 void raptor_land()
89 {SELFPARAM();
90         float hgt;
91
92         hgt = raptor_altitude(512);
93         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
94         self.angles_x *= 0.95;
95         self.angles_z *= 0.95;
96
97         if(hgt < 128)
98         if(hgt > 0)
99                 self.frame = (hgt / 128) * 25;
100
101         self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
102         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
103
104         if(hgt < 16)
105         {
106                 self.movetype = MOVETYPE_TOSS;
107                 self.think      = vehicles_think;
108                 self.frame      = 0;
109         }
110
111         self.nextthink  = time;
112
113         CSQCMODEL_AUTOUPDATE(self);
114 }
115
116 void raptor_exit(float eject)
117 {SELFPARAM();
118         vector spot;
119         self.tur_head.exteriormodeltoclient = world;
120
121         if(!IS_DEAD(self))
122         {
123                 self.think        = raptor_land;
124                 self.nextthink  = time;
125         }
126
127         if(!self.owner)
128                 return;
129
130         makevectors(self.angles);
131         if(eject)
132         {
133                 spot = self.origin + v_forward * 100 + '0 0 64';
134                 spot = vehicles_findgoodexit(spot);
135                 setorigin(self.owner , spot);
136                 self.owner.velocity = (v_up + v_forward * 0.25) * 750;
137                 self.owner.oldvelocity = self.owner.velocity;
138         }
139         else
140         {
141                 if(vdist(self.velocity, >, 2 * autocvar_sv_maxairspeed))
142                 {
143                         self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2;
144                         self.owner.velocity_z += 200;
145                         spot = self.origin + v_forward * 32 + '0 0 64';
146                         spot = vehicles_findgoodexit(spot);
147                 }
148                 else
149                 {
150                         self.owner.velocity = self.velocity * 0.5;
151                         self.owner.velocity_z += 10;
152                         spot = self.origin - v_forward * 200 + '0 0 64';
153                         spot = vehicles_findgoodexit(spot);
154                 }
155                 self.owner.oldvelocity = self.owner.velocity;
156                 setorigin(self.owner , spot);
157         }
158
159         antilag_clear(self.owner, CS(self.owner));
160         self.owner = world;
161 }
162
163 bool raptor_frame(entity this)
164 {
165         entity vehic = this.vehicle;
166         return = true;
167
168         if(intermission_running)
169         {
170                 vehic.velocity = '0 0 0';
171                 vehic.avelocity = '0 0 0';
172                 return;
173         }
174
175         vehicles_frame(vehic, this);
176
177         float ftmp = 0;
178         /*
179         ftmp = vlen(vehic.velocity);
180         if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
181                 ftmp = 1;
182         else
183                 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
184         */
185
186         if(vehic.sound_nexttime < time)
187         {
188                 vehic.sound_nexttime = time + 7.955812;
189                 //sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp,   ATTEN_NORM );
190                 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
191                 vehic.wait = ftmp;
192         }
193         /*
194         else if(fabs(ftmp - vehic.wait) > 0.2)
195         {
196                 sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp,   ATTEN_NORM );
197                 sound (vehic, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
198                 vehic.wait = ftmp;
199         }
200         */
201
202         if(IS_DEAD(vehic))
203         {
204                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
205                 return 1;
206         }
207         crosshair_trace(this);
208
209         //if(time - vehic.lastteleporttime < 1)
210         //{
211                 if(vehic.angles_z > 50 || vehic.angles_z < -50)
212                 {
213                         if(PHYS_INPUT_BUTTON_JUMP(this))
214                         {
215                                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
216                                 PHYS_INPUT_BUTTON_JUMP(this) = false;
217                         }
218                 }
219         //}
220
221         vector vang;
222         vang = vehic.angles;
223         vector df = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
224         vang_x *= -1;
225         df_x *= -1;
226         if(df_x > 180)  df_x -= 360;
227         if(df_x < -180) df_x += 360;
228         if(df_y > 180)  df_y -= 360;
229         if(df_y < -180) df_y += 360;
230
231         ftmp = shortangle_f(this.v_angle_y - vang_y, vang_y);
232         if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
233         vehic.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
234
235         // Pitch
236         ftmp = 0;
237         if(this.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
238         else if(this.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
239
240         df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
241         ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
242         vehic.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
243
244         vehic.angles_x = anglemods(vehic.angles_x);
245         vehic.angles_y = anglemods(vehic.angles_y);
246         vehic.angles_z = anglemods(vehic.angles_z);
247
248         if(autocvar_g_vehicle_raptor_movestyle == 1)
249                 makevectors('0 1 0' * vehic.angles_y);
250         else
251                 makevectors(this.v_angle);
252
253         df = vehic.velocity * -autocvar_g_vehicle_raptor_friction;
254
255         if(this.movement_x != 0)
256         {
257                 if(this.movement_x > 0)
258                         df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
259                 else if(this.movement_x < 0)
260                         df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
261         }
262
263         if(this.movement_y != 0)
264         {
265                 if(this.movement_y < 0)
266                         df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
267                 else if(this.movement_y > 0)
268                         df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
269
270                 vehic.angles_z = bound(-30,vehic.angles_z + (this.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
271         }
272         else
273         {
274                 vehic.angles_z *= 0.95;
275                 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
276                         vehic.angles_z = 0;
277         }
278
279         if(PHYS_INPUT_BUTTON_CROUCH(this))
280                 df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
281         else if (PHYS_INPUT_BUTTON_JUMP(this))
282                 df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
283
284         vehic.velocity  += df * frametime;
285         this.velocity = this.movement  = vehic.velocity;
286         setorigin(this, vehic.origin + '0 0 32');
287
288         this.vehicle_weapon2mode = vehic.vehicle_weapon2mode;
289
290         vector vf, ad;
291         // Target lock & predict
292         if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
293         {
294                 if(vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy))
295                         vehic.gun1.enemy = world;
296
297                 if(trace_ent)
298                 if(trace_ent.movetype)
299                 if(trace_ent.takedamage)
300                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
301                 {
302                         if(teamplay)
303                         {
304                                 if(trace_ent.team != this.team)
305                                 {
306                                         vehic.gun1.enemy = trace_ent;
307                                         vehic.gun1.lock_time = time + 5;
308                                 }
309                         }
310                         else
311                         {
312                                 vehic.gun1.enemy = trace_ent;
313                                 vehic.gun1.lock_time = time + 0.5;
314                         }
315                 }
316
317                 if(vehic.gun1.enemy)
318                 {
319                         float distance, impact_time;
320
321                         vf = real_origin(vehic.gun1.enemy);
322                         UpdateAuxiliaryXhair(this, vf, '1 0 0', 1);
323                         vector _vel = vehic.gun1.enemy.velocity;
324                         if(vehic.gun1.enemy.movetype == MOVETYPE_WALK)
325                                 _vel_z *= 0.1;
326
327                         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
328                         {
329                                 ad = vf;
330                                 distance = vlen(ad - this.origin);
331                                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
332                                 ad = vf + _vel * impact_time;
333                                 trace_endpos = ad;
334                         }
335                         else
336                                 trace_endpos = vf;
337                 }
338         }
339         else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
340         {
341
342                 vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
343                                                          (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
344                                                          autocvar_g_vehicle_raptor_cannon_locked_time);
345
346                 if(vehic.lock_target != world)
347                 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
348                 if(vehic.lock_strength == 1)
349                 {
350                         float i, distance, impact_time;
351
352                         vf = real_origin(vehic.lock_target);
353                         ad = vf;
354                         for(i = 0; i < 4; ++i)
355                         {
356                                 distance = vlen(ad - vehic.origin);
357                                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
358                                 ad = vf + vehic.lock_target.velocity * impact_time;
359                         }
360                         trace_endpos = ad;
361                 }
362
363                 if(vehic.lock_target)
364                 {
365                         if(vehic.lock_strength == 1)
366                                 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 1);
367                         else if(vehic.lock_strength > 0.5)
368                                 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 1);
369                         else if(vehic.lock_strength < 0.5)
370                                 UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 1);
371                 }
372         }
373
374
375         vehicle_aimturret(vehic, trace_endpos, vehic.gun1, "fire1",
376                                                   autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
377                                                   autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
378
379         vehicle_aimturret(vehic, trace_endpos, vehic.gun2, "fire1",
380                                                   autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
381                                                   autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
382
383         /*
384         ad = ad * 0.5;
385         v_forward = vf * 0.5;
386         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, vehic);
387         UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0);
388         */
389
390         Weapon wep1 = WEP_RAPTOR;
391         if(!forbidWeaponUse(this))
392         if(PHYS_INPUT_BUTTON_ATCK(this))
393         if (wep1.wr_checkammo1(wep1))
394         {
395             .entity weaponentity = weaponentities[0];
396                 wep1.wr_think(wep1, vehic, weaponentity, 1);
397         }
398
399         if(vehic.vehicle_flags  & VHF_SHIELDREGEN)
400                 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);
401
402         if(vehic.vehicle_flags  & VHF_HEALTHREGEN)
403                 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);
404
405         if(vehic.vehicle_flags  & VHF_ENERGYREGEN)
406                 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);
407
408         Weapon wep2a = WEP_RAPTOR_BOMB;
409         if(!forbidWeaponUse(this))
410         if(vehic.vehicle_weapon2mode == RSM_BOMB)
411         {
412                 if(time > vehic.lip + autocvar_g_vehicle_raptor_bombs_refire)
413                 if(PHYS_INPUT_BUTTON_ATCK2(this))
414                 {
415                     .entity weaponentity = weaponentities[1];
416                         wep2a.wr_think(wep2a, vehic, weaponentity, 2);
417                         vehic.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
418                         vehic.lip   = time;
419                 }
420         }
421         else
422         {
423                 Weapon wep2b = WEP_RAPTOR_FLARE;
424                 if(time > vehic.lip + autocvar_g_vehicle_raptor_flare_refire)
425                 if(PHYS_INPUT_BUTTON_ATCK2(this))
426                 {
427                     .entity weaponentity = weaponentities[1];
428                         wep2b.wr_think(wep2b, vehic, weaponentity, 2);
429                         vehic.delay = time + autocvar_g_vehicle_raptor_flare_refire;
430                         vehic.lip   = time;
431                 }
432         }
433
434         vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
435         this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
436         this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
437
438         if(vehic.bomb1.cnt < time)
439         {
440                 entity _missile = findchainentity(enemy, vehic);
441                 float _incomming = 0;
442                 while(_missile)
443                 {
444                         if(_missile.flags & FL_PROJECTILE)
445                         if(MISSILE_IS_TRACKING(_missile))
446                         if(vdist(vehic.origin - _missile.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
447                                 ++_incomming;
448
449                         _missile = _missile.chain;
450                 }
451
452                 if(_incomming)
453                         sound(vehic, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
454
455                 vehic.bomb1.cnt = time + 1;
456         }
457
458
459         VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor);
460         VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
461         if(vehic.vehicle_flags & VHF_HASSHIELD)
462                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
463
464         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
465 }
466
467 bool raptor_takeoff(entity this)
468 {
469         entity vehic = this.vehicle;
470         return = true;
471
472         vehic.nextthink = time;
473         CSQCMODEL_AUTOUPDATE(vehic);
474         vehic.nextthink = 0; // will this work?
475
476         if(vehic.sound_nexttime < time)
477         {
478                 vehic.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
479                 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
480         }
481
482         // Takeoff sequense
483         if(vehic.frame < 25)
484         {
485                 vehic.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
486                 vehic.velocity_z = min(vehic.velocity_z * 1.5, 256);
487                 vehic.bomb1.gun1.avelocity_y = 90 + ((vehic.frame / 25) * 25000);
488                 vehic.bomb1.gun2.avelocity_y = -vehic.bomb1.gun1.avelocity_y;
489                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
490
491                 setorigin(this, vehic.origin + '0 0 32');
492         }
493         else
494                 this.PlayerPhysplug = raptor_frame;
495
496         if(vehic.vehicle_flags  & VHF_SHIELDREGEN)
497                 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);
498
499         if(vehic.vehicle_flags  & VHF_HEALTHREGEN)
500                 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);
501
502         if(vehic.vehicle_flags  & VHF_ENERGYREGEN)
503                 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);
504
505
506         vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip);
507         this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100);
508         this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0;
509
510         VEHICLE_UPDATE_PLAYER(this, vehic, health, raptor);
511         VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor);
512         if(vehic.vehicle_flags & VHF_HASSHIELD)
513                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor);
514
515         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
516 }
517
518 void raptor_blowup()
519 {SELFPARAM();
520         self.deadflag   = DEAD_DEAD;
521         self.vehicle_exit(VHEF_NORMAL);
522         RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
523
524         self.alpha                = -1;
525         self.movetype      = MOVETYPE_NONE;
526         self.effects            = EF_NODRAW;
527         self.colormod      = '0 0 0';
528         self.avelocity    = '0 0 0';
529         self.velocity      = '0 0 0';
530
531         setorigin(self, self.pos1);
532         self.touch = func_null;
533         self.nextthink = 0;
534 }
535
536 void raptor_diethink()
537 {SELFPARAM();
538         if(time >= self.wait)
539                 self.think = raptor_blowup;
540
541         if(random() < 0.05)
542         {
543                 sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
544                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
545         }
546         self.nextthink = time;
547
548         CSQCMODEL_AUTOUPDATE(self);
549 }
550
551 // If we dont do this ever now and then, the raptors rotors
552 // stop working, presumably due to angle overflow. cute.
553 void raptor_rotor_anglefix()
554 {SELFPARAM();
555         self.gun1.angles_y = anglemods(self.gun1.angles_y);
556         self.gun2.angles_y = anglemods(self.gun2.angles_y);
557         self.nextthink = time + 15;
558 }
559
560 float raptor_impulse(float _imp)
561 {SELFPARAM();
562         switch(_imp)
563         {
564                 case IMP_weapon_group_1.impulse:
565                         self.vehicle.vehicle_weapon2mode = RSM_BOMB;
566                         CSQCVehicleSetup(self, 0);
567                         return true;
568                 case IMP_weapon_group_2.impulse:
569                         self.vehicle.vehicle_weapon2mode = RSM_FLARE;
570                         CSQCVehicleSetup(self, 0);
571                         return true;
572
573                 case IMP_weapon_next_byid.impulse:
574                 case IMP_weapon_next_bypriority.impulse:
575                 case IMP_weapon_next_bygroup.impulse:
576                         self.vehicle.vehicle_weapon2mode += 1;
577                         if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
578                                 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
579
580                         CSQCVehicleSetup(self, 0);
581                         return true;
582                 case IMP_weapon_last.impulse:
583                 case IMP_weapon_prev_byid.impulse:
584                 case IMP_weapon_prev_bypriority.impulse:
585                 case IMP_weapon_prev_bygroup.impulse:
586                         self.vehicle.vehicle_weapon2mode -= 1;
587                         if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
588                                 self.vehicle.vehicle_weapon2mode = RSM_LAST;
589
590                         CSQCVehicleSetup(self, 0);
591                         return true;
592
593                 /*
594                 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
595                         break;
596                 case IMP_weapon_reload.impulse: // Manual minigun reload?
597                         break;
598                 */
599         }
600         return false;
601 }
602
603 spawnfunc(vehicle_raptor)
604 {
605         if(!autocvar_g_vehicle_raptor) { remove(self); return; }
606         if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
607 }
608
609 METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
610 {
611     if(autocvar_g_vehicle_raptor_bouncepain)
612         vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
613 }
614 METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
615 {
616     SELFPARAM();
617     self.vehicle_weapon2mode = RSM_BOMB;
618     self.owner.PlayerPhysplug = raptor_takeoff;
619     self.movetype          = MOVETYPE_BOUNCEMISSILE;
620     self.solid            = SOLID_SLIDEBOX;
621     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
622     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
623     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
624     self.tur_head.exteriormodeltoclient = self.owner;
625
626     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
627     self.lip   = time;
628
629     if(self.owner.flagcarried)
630        setorigin(self.owner.flagcarried, '-20 0 96');
631
632     CSQCVehicleSetup(self.owner, 0);
633 }
634 METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
635 {
636     instance.health                             = 0;
637     instance.event_damage               = func_null;
638     instance.solid                              = SOLID_CORPSE;
639     instance.takedamage                 = DAMAGE_NO;
640     instance.deadflag                   = DEAD_DYING;
641     instance.movetype                   = MOVETYPE_BOUNCE;
642     instance.think                              = raptor_diethink;
643     instance.nextthink                  = time;
644     instance.wait                               = time + 5 + (random() * 5);
645
646     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
647
648     instance.velocity_z += 600;
649
650     instance.avelocity = '0 0.5 1' * (random() * 400);
651     instance.avelocity -= '0 0.5 1' * (random() * 400);
652
653     instance.colormod = '-0.5 -0.5 -0.5';
654     instance.touch = raptor_blowup;
655 }
656 METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
657 {
658     SELFPARAM();
659     if(!self.gun1)
660     {
661         entity spinner;
662         vector ofs;
663
664         //FIXME: Camera is in a bad place in HUD model.
665         //setorigin(self.vehicle_viewport, '25 0 5');
666
667         self.vehicles_impulse   = raptor_impulse;
668
669         self.frame = 0;
670
671         self.bomb1 = new(raptor_bomb);
672         self.bomb2 = new(raptor_bomb);
673         self.gun1  = new(raptor_gun);
674         self.gun2  = new(raptor_gun);
675
676         setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
677         setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
678         setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
679         setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
680         setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
681
682         setattachment(self.bomb1, self, "bombmount_left");
683         setattachment(self.bomb2, self, "bombmount_right");
684         setattachment(self.tur_head, self,"root");
685
686         // FIXMODEL Guns mounts to angled bones
687         self.bomb1.angles = self.angles;
688         self.angles = '0 0 0';
689         // This messes up gun-aim, so work arround it.
690         //setattachment(self.gun1, self, "gunmount_left");
691         ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
692         ofs -= self.origin;
693         setattachment(self.gun1, self, "");
694         setorigin(self.gun1, ofs);
695
696         //setattachment(self.gun2, self, "gunmount_right");
697         ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
698         ofs -= self.origin;
699         setattachment(self.gun2, self, "");
700         setorigin(self.gun2, ofs);
701
702         self.angles = self.bomb1.angles;
703         self.bomb1.angles = '0 0 0';
704
705         spinner = new(raptor_spinner);
706         spinner.owner = self;
707         setmodel(spinner, MDL_VEH_RAPTOR_PROP);
708         setattachment(spinner, self, "engine_left");
709         spinner.movetype = MOVETYPE_NOCLIP;
710         spinner.avelocity = '0 90 0';
711         self.bomb1.gun1 = spinner;
712
713         spinner = new(raptor_spinner);
714         spinner.owner = self;
715         setmodel(spinner, MDL_VEH_RAPTOR_PROP);
716         setattachment(spinner, self, "engine_right");
717         spinner.movetype = MOVETYPE_NOCLIP;
718         spinner.avelocity = '0 -90 0';
719         self.bomb1.gun2 = spinner;
720
721         // Sigh.
722         self.bomb1.think = raptor_rotor_anglefix;
723         self.bomb1.nextthink = time;
724
725         self.mass                          = 1 ;
726     }
727
728     self.frame            = 0;
729     self.vehicle_health = autocvar_g_vehicle_raptor_health;
730     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
731     self.movetype          = MOVETYPE_TOSS;
732     self.solid            = SOLID_SLIDEBOX;
733     self.vehicle_energy = 1;
734
735     self.PlayerPhysplug = raptor_frame;
736
737     self.bomb1.gun1.avelocity_y = 90;
738     self.bomb1.gun2.avelocity_y = -90;
739
740     self.delay = time;
741
742     self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
743     self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
744     self.damageforcescale = 0.25;
745     self.vehicle_health = autocvar_g_vehicle_raptor_health;
746     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
747 }
748 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
749 {
750     SELFPARAM();
751     if(autocvar_g_vehicle_raptor_shield)
752         self.vehicle_flags |= VHF_HASSHIELD;
753
754     if(autocvar_g_vehicle_raptor_shield_regen)
755         self.vehicle_flags |= VHF_SHIELDREGEN;
756
757     if(autocvar_g_vehicle_raptor_health_regen)
758         self.vehicle_flags |= VHF_HEALTHREGEN;
759
760     if(autocvar_g_vehicle_raptor_energy_regen)
761         self.vehicle_flags |= VHF_ENERGYREGEN;
762
763     self.vehicle_exit = raptor_exit;
764     self.respawntime = autocvar_g_vehicle_raptor_respawntime;
765     self.vehicle_health = autocvar_g_vehicle_raptor_health;
766     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
767     self.max_health = self.vehicle_health;
768 }
769
770 #endif
771 #ifdef CSQC
772
773 METHOD(Raptor, vr_hud, void(Raptor thisveh))
774 {
775     Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
776                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
777                      "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
778 }
779 METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
780 {
781     SELFPARAM();
782     string crosshair;
783
784     switch(weapon2mode)
785     {
786         case RSM_FLARE: crosshair = vCROSS_RAIN;  break;
787         case RSM_BOMB:  crosshair = vCROSS_BURST; break;
788         default:        crosshair = vCROSS_BURST;
789     }
790
791     vector tmpSize = '0 0 0';
792     if(weapon2mode != RSM_FLARE)
793     {
794         vector where;
795
796         if(!dropmark)
797         {
798             dropmark = spawn();
799             dropmark.owner = self;
800             dropmark.gravity = 1;
801         }
802
803         float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
804         if(reload2 == 1)
805         {
806             setorigin(dropmark, pmove_org);
807             dropmark.velocity = pmove_vel;
808             tracetoss(dropmark, self);
809
810             where = project_3d_to_2d(trace_endpos);
811
812             setorigin(dropmark, trace_endpos);
813             tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
814
815             if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
816             {
817                 where.x -= tmpSize.x * 0.5;
818                 where.y -= tmpSize.y * 0.5;
819                 where.z = 0;
820                 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
821                 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
822             }
823             dropmark.cnt = time + 5;
824         }
825         else
826         {
827             if(dropmark.cnt > time)
828             {
829                 where = project_3d_to_2d(dropmark.origin);
830                 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
831
832                 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
833                 {
834                     where.x -= tmpSize.x * 0.5;
835                     where.y -= tmpSize.y * 0.5;
836                     where.z = 0;
837                     drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
838                     drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
839                 }
840             }
841         }
842     }
843
844     Vehicles_drawCrosshair(crosshair);
845 }
846 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
847 {
848     AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
849 }
850
851 #endif
852 #endif