5 #include "raptor_weapons.qc"
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");
24 REGISTER_VEHICLE(RAPTOR, NEW(Raptor));
30 #include "raptor_weapons.qc"
34 bool autocvar_g_vehicle_raptor = true;
36 float autocvar_g_vehicle_raptor_respawntime = 40;
37 float autocvar_g_vehicle_raptor_takeofftime = 1.5;
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;
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;
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;
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;
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;
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;
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;
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';
82 float raptor_altitude(float amax)
84 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
85 return vlen(self.origin - trace_endpos);
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;
99 self.frame = (hgt / 128) * 25;
101 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
102 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
106 self.movetype = MOVETYPE_TOSS;
107 self.think = vehicles_think;
111 self.nextthink = time;
113 CSQCMODEL_AUTOUPDATE(self);
116 void raptor_exit(float eject)
119 self.tur_head.exteriormodeltoclient = world;
123 self.think = raptor_land;
124 self.nextthink = time;
130 makevectors(self.angles);
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;
141 if(vdist(self.velocity, >, 2 * autocvar_sv_maxairspeed))
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);
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);
155 self.owner.oldvelocity = self.owner.velocity;
156 setorigin(self.owner , spot);
159 antilag_clear(self.owner, CS(self.owner));
165 entity player, raptor;
169 if(intermission_running)
171 self.vehicle.velocity = '0 0 0';
172 self.vehicle.avelocity = '0 0 0';
177 raptor = self.vehicle;
180 vehicles_frame(raptor, player);
183 ftmp = vlen(self.velocity);
184 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
187 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
190 if(self.sound_nexttime < time)
192 self.sound_nexttime = time + 7.955812;
193 //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
194 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
198 else if(fabs(ftmp - self.wait) > 0.2)
200 sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM );
201 sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM);
209 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
212 crosshair_trace(player);
214 //if(time - self.lastteleporttime < 1)
216 if(raptor.angles_z > 50 || raptor.angles_z < -50)
218 if(PHYS_INPUT_BUTTON_JUMP(player))
220 PHYS_INPUT_BUTTON_CROUCH(player) = true;
221 PHYS_INPUT_BUTTON_JUMP(player) = false;
227 vang = raptor.angles;
228 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
231 if(df_x > 180) df_x -= 360;
232 if(df_x < -180) df_x += 360;
233 if(df_y > 180) df_y -= 360;
234 if(df_y < -180) df_y += 360;
236 ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
237 if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
238 raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
242 if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
243 else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
245 df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
246 ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
247 raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
249 raptor.angles_x = anglemods(raptor.angles_x);
250 raptor.angles_y = anglemods(raptor.angles_y);
251 raptor.angles_z = anglemods(raptor.angles_z);
253 if(autocvar_g_vehicle_raptor_movestyle == 1)
254 makevectors('0 1 0' * raptor.angles_y);
256 makevectors(player.v_angle);
258 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
260 if(player.movement_x != 0)
262 if(player.movement_x > 0)
263 df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
264 else if(player.movement_x < 0)
265 df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
268 if(player.movement_y != 0)
270 if(player.movement_y < 0)
271 df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
272 else if(player.movement_y > 0)
273 df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
275 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
279 raptor.angles_z *= 0.95;
280 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
284 if(PHYS_INPUT_BUTTON_CROUCH(player))
285 df -= v_up * autocvar_g_vehicle_raptor_speed_down;
286 else if (PHYS_INPUT_BUTTON_JUMP(player))
287 df += v_up * autocvar_g_vehicle_raptor_speed_up;
289 raptor.velocity += df * frametime;
290 player.velocity = player.movement = raptor.velocity;
291 setorigin(player, raptor.origin + '0 0 32');
293 player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
296 // Target lock & predict
297 if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
299 if(raptor.gun1.lock_time < time || IS_DEAD(raptor.gun1.enemy) || STAT(FROZEN, raptor.gun1.enemy))
300 raptor.gun1.enemy = world;
303 if(trace_ent.movetype)
304 if(trace_ent.takedamage)
305 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
309 if(trace_ent.team != player.team)
311 raptor.gun1.enemy = trace_ent;
312 raptor.gun1.lock_time = time + 5;
317 raptor.gun1.enemy = trace_ent;
318 raptor.gun1.lock_time = time + 0.5;
322 if(raptor.gun1.enemy)
324 float distance, impact_time;
326 vf = real_origin(raptor.gun1.enemy);
327 UpdateAuxiliaryXhair(player, vf, '1 0 0', 1);
328 vector _vel = raptor.gun1.enemy.velocity;
329 if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
332 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
335 distance = vlen(ad - player.origin);
336 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
337 ad = vf + _vel * impact_time;
344 else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
347 vehicles_locktarget(self, (1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
348 (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
349 autocvar_g_vehicle_raptor_cannon_locked_time);
351 if(self.lock_target != world)
352 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
353 if(self.lock_strength == 1)
355 float i, distance, impact_time;
357 vf = real_origin(raptor.lock_target);
359 for(i = 0; i < 4; ++i)
361 distance = vlen(ad - raptor.origin);
362 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
363 ad = vf + raptor.lock_target.velocity * impact_time;
370 if(raptor.lock_strength == 1)
371 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
372 else if(self.lock_strength > 0.5)
373 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
374 else if(self.lock_strength < 0.5)
375 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
380 vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
381 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
382 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
384 vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
385 autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
386 autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
390 v_forward = vf * 0.5;
391 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
392 UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
395 Weapon wep1 = WEP_RAPTOR;
396 if(!forbidWeaponUse(player))
397 if(PHYS_INPUT_BUTTON_ATCK(player))
398 if (wep1.wr_checkammo1(wep1))
400 .entity weaponentity = weaponentities[0];
401 wep1.wr_think(wep1, self, weaponentity, 1);
404 if(self.vehicle_flags & VHF_SHIELDREGEN)
405 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);
407 if(self.vehicle_flags & VHF_HEALTHREGEN)
408 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);
410 if(self.vehicle_flags & VHF_ENERGYREGEN)
411 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);
413 Weapon wep2a = WEP_RAPTOR_BOMB;
414 if(!forbidWeaponUse(player))
415 if(raptor.vehicle_weapon2mode == RSM_BOMB)
417 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
418 if(PHYS_INPUT_BUTTON_ATCK2(player))
420 .entity weaponentity = weaponentities[1];
421 wep2a.wr_think(wep2a, self, weaponentity, 2);
422 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
428 Weapon wep2b = WEP_RAPTOR_FLARE;
429 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
430 if(PHYS_INPUT_BUTTON_ATCK2(player))
432 .entity weaponentity = weaponentities[1];
433 wep2b.wr_think(wep2b, self, weaponentity, 2);
434 raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
439 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
440 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
441 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
443 if(self.bomb1.cnt < time)
445 entity _missile = findchainentity(enemy, raptor);
446 float _incomming = 0;
449 if(_missile.flags & FL_PROJECTILE)
450 if(MISSILE_IS_TRACKING(_missile))
451 if(vdist(self.origin - _missile.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range))
454 _missile = _missile.chain;
458 sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
460 self.bomb1.cnt = time + 1;
464 VEHICLE_UPDATE_PLAYER(player, health, raptor);
465 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
466 if(self.vehicle_flags & VHF_HASSHIELD)
467 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
469 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
475 float raptor_takeoff()
477 entity player, raptor;
480 raptor = self.vehicle;
483 self.nextthink = time;
484 CSQCMODEL_AUTOUPDATE(self);
485 self.nextthink = 0; // will this work?
487 if(self.sound_nexttime < time)
489 self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
490 sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM);
494 if(raptor.frame < 25)
496 raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
497 raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
498 self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
499 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
500 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
502 setorigin(player, raptor.origin + '0 0 32');
505 player.PlayerPhysplug = raptor_frame;
507 if(self.vehicle_flags & VHF_SHIELDREGEN)
508 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);
510 if(self.vehicle_flags & VHF_HEALTHREGEN)
511 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);
513 if(self.vehicle_flags & VHF_ENERGYREGEN)
514 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);
517 raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
518 player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
519 player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0;
521 VEHICLE_UPDATE_PLAYER(player, health, raptor);
522 VEHICLE_UPDATE_PLAYER(player, energy, raptor);
523 if(self.vehicle_flags & VHF_HASSHIELD)
524 VEHICLE_UPDATE_PLAYER(player, shield, raptor);
526 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
533 self.deadflag = DEAD_DEAD;
534 self.vehicle_exit(VHEF_NORMAL);
535 RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH.m_id, world);
538 self.movetype = MOVETYPE_NONE;
539 self.effects = EF_NODRAW;
540 self.colormod = '0 0 0';
541 self.avelocity = '0 0 0';
542 self.velocity = '0 0 0';
544 setorigin(self, self.pos1);
545 self.touch = func_null;
549 void raptor_diethink()
551 if(time >= self.wait)
552 self.think = raptor_blowup;
556 sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
557 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
559 self.nextthink = time;
561 CSQCMODEL_AUTOUPDATE(self);
564 // If we dont do this ever now and then, the raptors rotors
565 // stop working, presumably due to angle overflow. cute.
566 void raptor_rotor_anglefix()
568 self.gun1.angles_y = anglemods(self.gun1.angles_y);
569 self.gun2.angles_y = anglemods(self.gun2.angles_y);
570 self.nextthink = time + 15;
573 float raptor_impulse(float _imp)
577 case IMP_weapon_group_1.impulse:
578 self.vehicle.vehicle_weapon2mode = RSM_BOMB;
579 CSQCVehicleSetup(self, 0);
581 case IMP_weapon_group_2.impulse:
582 self.vehicle.vehicle_weapon2mode = RSM_FLARE;
583 CSQCVehicleSetup(self, 0);
586 case IMP_weapon_next_byid.impulse:
587 case IMP_weapon_next_bypriority.impulse:
588 case IMP_weapon_next_bygroup.impulse:
589 self.vehicle.vehicle_weapon2mode += 1;
590 if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
591 self.vehicle.vehicle_weapon2mode = RSM_FIRST;
593 CSQCVehicleSetup(self, 0);
595 case IMP_weapon_last.impulse:
596 case IMP_weapon_prev_byid.impulse:
597 case IMP_weapon_prev_bypriority.impulse:
598 case IMP_weapon_prev_bygroup.impulse:
599 self.vehicle.vehicle_weapon2mode -= 1;
600 if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
601 self.vehicle.vehicle_weapon2mode = RSM_LAST;
603 CSQCVehicleSetup(self, 0);
607 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
609 case IMP_weapon_reload.impulse: // Manual minigun reload?
616 spawnfunc(vehicle_raptor)
618 if(!autocvar_g_vehicle_raptor) { remove(self); return; }
619 if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
622 METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
624 if(autocvar_g_vehicle_raptor_bouncepain)
625 vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
627 METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
630 self.vehicle_weapon2mode = RSM_BOMB;
631 self.owner.PlayerPhysplug = raptor_takeoff;
632 self.movetype = MOVETYPE_BOUNCEMISSILE;
633 self.solid = SOLID_SLIDEBOX;
634 self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
635 self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
636 self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
637 self.tur_head.exteriormodeltoclient = self.owner;
639 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
642 if(self.owner.flagcarried)
643 setorigin(self.owner.flagcarried, '-20 0 96');
645 CSQCVehicleSetup(self.owner, 0);
647 METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
650 instance.event_damage = func_null;
651 instance.solid = SOLID_CORPSE;
652 instance.takedamage = DAMAGE_NO;
653 instance.deadflag = DEAD_DYING;
654 instance.movetype = MOVETYPE_BOUNCE;
655 instance.think = raptor_diethink;
656 instance.nextthink = time;
657 instance.wait = time + 5 + (random() * 5);
659 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
661 instance.velocity_z += 600;
663 instance.avelocity = '0 0.5 1' * (random() * 400);
664 instance.avelocity -= '0 0.5 1' * (random() * 400);
666 instance.colormod = '-0.5 -0.5 -0.5';
667 instance.touch = raptor_blowup;
669 METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
677 //FIXME: Camera is in a bad place in HUD model.
678 //setorigin(self.vehicle_viewport, '25 0 5');
680 self.vehicles_impulse = raptor_impulse;
684 self.bomb1 = new(raptor_bomb);
685 self.bomb2 = new(raptor_bomb);
686 self.gun1 = new(raptor_gun);
687 self.gun2 = new(raptor_gun);
689 setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
690 setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
691 setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
692 setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
693 setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
695 setattachment(self.bomb1, self, "bombmount_left");
696 setattachment(self.bomb2, self, "bombmount_right");
697 setattachment(self.tur_head, self,"root");
699 // FIXMODEL Guns mounts to angled bones
700 self.bomb1.angles = self.angles;
701 self.angles = '0 0 0';
702 // This messes up gun-aim, so work arround it.
703 //setattachment(self.gun1, self, "gunmount_left");
704 ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
706 setattachment(self.gun1, self, "");
707 setorigin(self.gun1, ofs);
709 //setattachment(self.gun2, self, "gunmount_right");
710 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
712 setattachment(self.gun2, self, "");
713 setorigin(self.gun2, ofs);
715 self.angles = self.bomb1.angles;
716 self.bomb1.angles = '0 0 0';
718 spinner = new(raptor_spinner);
719 spinner.owner = self;
720 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
721 setattachment(spinner, self, "engine_left");
722 spinner.movetype = MOVETYPE_NOCLIP;
723 spinner.avelocity = '0 90 0';
724 self.bomb1.gun1 = spinner;
726 spinner = new(raptor_spinner);
727 spinner.owner = self;
728 setmodel(spinner, MDL_VEH_RAPTOR_PROP);
729 setattachment(spinner, self, "engine_right");
730 spinner.movetype = MOVETYPE_NOCLIP;
731 spinner.avelocity = '0 -90 0';
732 self.bomb1.gun2 = spinner;
735 self.bomb1.think = raptor_rotor_anglefix;
736 self.bomb1.nextthink = time;
742 self.vehicle_health = autocvar_g_vehicle_raptor_health;
743 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
744 self.movetype = MOVETYPE_TOSS;
745 self.solid = SOLID_SLIDEBOX;
746 self.vehicle_energy = 1;
748 self.PlayerPhysplug = raptor_frame;
750 self.bomb1.gun1.avelocity_y = 90;
751 self.bomb1.gun2.avelocity_y = -90;
755 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
756 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
757 self.damageforcescale = 0.25;
758 self.vehicle_health = autocvar_g_vehicle_raptor_health;
759 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
761 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
764 if(autocvar_g_vehicle_raptor_shield)
765 self.vehicle_flags |= VHF_HASSHIELD;
767 if(autocvar_g_vehicle_raptor_shield_regen)
768 self.vehicle_flags |= VHF_SHIELDREGEN;
770 if(autocvar_g_vehicle_raptor_health_regen)
771 self.vehicle_flags |= VHF_HEALTHREGEN;
773 if(autocvar_g_vehicle_raptor_energy_regen)
774 self.vehicle_flags |= VHF_ENERGYREGEN;
776 self.vehicle_exit = raptor_exit;
777 self.respawntime = autocvar_g_vehicle_raptor_respawntime;
778 self.vehicle_health = autocvar_g_vehicle_raptor_health;
779 self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
780 self.max_health = self.vehicle_health;
786 METHOD(Raptor, vr_hud, void(Raptor thisveh))
788 Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
789 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
790 "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
792 METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
799 case RSM_FLARE: crosshair = vCROSS_RAIN; break;
800 case RSM_BOMB: crosshair = vCROSS_BURST; break;
801 default: crosshair = vCROSS_BURST;
804 vector tmpSize = '0 0 0';
805 if(weapon2mode != RSM_FLARE)
812 dropmark.owner = self;
813 dropmark.gravity = 1;
816 float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
819 setorigin(dropmark, pmove_org);
820 dropmark.velocity = pmove_vel;
821 tracetoss(dropmark, self);
823 where = project_3d_to_2d(trace_endpos);
825 setorigin(dropmark, trace_endpos);
826 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
828 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
830 where.x -= tmpSize.x * 0.5;
831 where.y -= tmpSize.y * 0.5;
833 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
834 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
836 dropmark.cnt = time + 5;
840 if(dropmark.cnt > time)
842 where = project_3d_to_2d(dropmark.origin);
843 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
845 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
847 where.x -= tmpSize.x * 0.5;
848 where.y -= tmpSize.y * 0.5;
850 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
851 drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
857 Vehicles_drawCrosshair(crosshair);
859 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
861 AuxiliaryXhair[1].axh_image = vCROSS_LOCK;