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Antilag: fix vehicles and monsters
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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 float raptor_frame()
164 {SELFPARAM();
165         entity player, raptor;
166         float ftmp = 0;
167         vector df;
168
169         if(intermission_running)
170         {
171                 self.vehicle.velocity = '0 0 0';
172                 self.vehicle.avelocity = '0 0 0';
173                 return 1;
174         }
175
176         player = self;
177         raptor = self.vehicle;
178         setself(raptor);
179
180         vehicles_frame(raptor, player);
181
182         /*
183         ftmp = vlen(self.velocity);
184         if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
185                 ftmp = 1;
186         else
187                 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
188         */
189
190         if(self.sound_nexttime < time)
191         {
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);
195                 self.wait = ftmp;
196         }
197         /*
198         else if(fabs(ftmp - self.wait) > 0.2)
199         {
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);
202                 self.wait = ftmp;
203         }
204         */
205
206         if(IS_DEAD(raptor))
207         {
208                 setself(player);
209                 PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = false;
210                 return 1;
211         }
212         crosshair_trace(player);
213
214         //if(time - self.lastteleporttime < 1)
215         //{
216                 if(raptor.angles_z > 50 || raptor.angles_z < -50)
217                 {
218                         if(PHYS_INPUT_BUTTON_JUMP(player))
219                         {
220                                 PHYS_INPUT_BUTTON_CROUCH(player) = true;
221                                 PHYS_INPUT_BUTTON_JUMP(player) = false;
222                         }
223                 }
224         //}
225
226         vector vang;
227         vang = raptor.angles;
228         df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
229         vang_x *= -1;
230         df_x *= -1;
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;
235
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);
239
240         // Pitch
241         ftmp = 0;
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;
244
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);
248
249         raptor.angles_x = anglemods(raptor.angles_x);
250         raptor.angles_y = anglemods(raptor.angles_y);
251         raptor.angles_z = anglemods(raptor.angles_z);
252
253         if(autocvar_g_vehicle_raptor_movestyle == 1)
254                 makevectors('0 1 0' * raptor.angles_y);
255         else
256                 makevectors(player.v_angle);
257
258         df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
259
260         if(player.movement_x != 0)
261         {
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;
266         }
267
268         if(player.movement_y != 0)
269         {
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;
274
275                 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
276         }
277         else
278         {
279                 raptor.angles_z *= 0.95;
280                 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
281                         raptor.angles_z = 0;
282         }
283
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;
288
289         raptor.velocity  += df * frametime;
290         player.velocity = player.movement  = raptor.velocity;
291         setorigin(player, raptor.origin + '0 0 32');
292
293         player.vehicle_weapon2mode = raptor.vehicle_weapon2mode;
294
295         vector vf, ad;
296         // Target lock & predict
297         if(autocvar_g_vehicle_raptor_cannon_locktarget == 2)
298         {
299                 if(raptor.gun1.lock_time < time || IS_DEAD(raptor.gun1.enemy) || STAT(FROZEN, raptor.gun1.enemy))
300                         raptor.gun1.enemy = world;
301
302                 if(trace_ent)
303                 if(trace_ent.movetype)
304                 if(trace_ent.takedamage)
305                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
306                 {
307                         if(teamplay)
308                         {
309                                 if(trace_ent.team != player.team)
310                                 {
311                                         raptor.gun1.enemy = trace_ent;
312                                         raptor.gun1.lock_time = time + 5;
313                                 }
314                         }
315                         else
316                         {
317                                 raptor.gun1.enemy = trace_ent;
318                                 raptor.gun1.lock_time = time + 0.5;
319                         }
320                 }
321
322                 if(raptor.gun1.enemy)
323                 {
324                         float distance, impact_time;
325
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)
330                                 _vel_z *= 0.1;
331
332                         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
333                         {
334                                 ad = vf;
335                                 distance = vlen(ad - player.origin);
336                                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
337                                 ad = vf + _vel * impact_time;
338                                 trace_endpos = ad;
339                         }
340                         else
341                                 trace_endpos = vf;
342                 }
343         }
344         else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
345         {
346
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);
350
351                 if(self.lock_target != world)
352                 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
353                 if(self.lock_strength == 1)
354                 {
355                         float i, distance, impact_time;
356
357                         vf = real_origin(raptor.lock_target);
358                         ad = vf;
359                         for(i = 0; i < 4; ++i)
360                         {
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;
364                         }
365                         trace_endpos = ad;
366                 }
367
368                 if(self.lock_target)
369                 {
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);
376                 }
377         }
378
379
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);
383
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);
387
388         /*
389         ad = ad * 0.5;
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);
393         */
394
395         Weapon wep1 = WEP_RAPTOR;
396         if(!forbidWeaponUse(player))
397         if(PHYS_INPUT_BUTTON_ATCK(player))
398         if (wep1.wr_checkammo1(wep1))
399         {
400             .entity weaponentity = weaponentities[0];
401                 wep1.wr_think(wep1, self, weaponentity, 1);
402         }
403
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);
406
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);
409
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);
412
413         Weapon wep2a = WEP_RAPTOR_BOMB;
414         if(!forbidWeaponUse(player))
415         if(raptor.vehicle_weapon2mode == RSM_BOMB)
416         {
417                 if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire)
418                 if(PHYS_INPUT_BUTTON_ATCK2(player))
419                 {
420                     .entity weaponentity = weaponentities[1];
421                         wep2a.wr_think(wep2a, self, weaponentity, 2);
422                         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
423                         raptor.lip   = time;
424                 }
425         }
426         else
427         {
428                 Weapon wep2b = WEP_RAPTOR_FLARE;
429                 if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire)
430                 if(PHYS_INPUT_BUTTON_ATCK2(player))
431                 {
432                     .entity weaponentity = weaponentities[1];
433                         wep2b.wr_think(wep2b, self, weaponentity, 2);
434                         raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
435                         raptor.lip   = time;
436                 }
437         }
438
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;
442
443         if(self.bomb1.cnt < time)
444         {
445                 entity _missile = findchainentity(enemy, raptor);
446                 float _incomming = 0;
447                 while(_missile)
448                 {
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))
452                                 ++_incomming;
453
454                         _missile = _missile.chain;
455                 }
456
457                 if(_incomming)
458                         sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE);
459
460                 self.bomb1.cnt = time + 1;
461         }
462
463
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);
468
469         PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
470
471         setself(player);
472         return 1;
473 }
474
475 float raptor_takeoff()
476 {SELFPARAM();
477         entity player, raptor;
478
479         player = self;
480         raptor = self.vehicle;
481         setself(raptor);
482
483         self.nextthink = time;
484         CSQCMODEL_AUTOUPDATE(self);
485         self.nextthink = 0; // will this work?
486
487         if(self.sound_nexttime < time)
488         {
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);
491         }
492
493         // Takeoff sequense
494         if(raptor.frame < 25)
495         {
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;
501
502                 setorigin(player, raptor.origin + '0 0 32');
503         }
504         else
505                 player.PlayerPhysplug = raptor_frame;
506
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);
509
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);
512
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);
515
516
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;
520
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);
525
526         PHYS_INPUT_BUTTON_ATCK(player) = PHYS_INPUT_BUTTON_ATCK2(player) = PHYS_INPUT_BUTTON_CROUCH(player) = false;
527         setself(player);
528         return 1;
529 }
530
531 void raptor_blowup()
532 {SELFPARAM();
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);
536
537         self.alpha                = -1;
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';
543
544         setorigin(self, self.pos1);
545         self.touch = func_null;
546         self.nextthink = 0;
547 }
548
549 void raptor_diethink()
550 {SELFPARAM();
551         if(time >= self.wait)
552                 self.think = raptor_blowup;
553
554         if(random() < 0.05)
555         {
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);
558         }
559         self.nextthink = time;
560
561         CSQCMODEL_AUTOUPDATE(self);
562 }
563
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()
567 {SELFPARAM();
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;
571 }
572
573 float raptor_impulse(float _imp)
574 {SELFPARAM();
575         switch(_imp)
576         {
577                 case IMP_weapon_group_1.impulse:
578                         self.vehicle.vehicle_weapon2mode = RSM_BOMB;
579                         CSQCVehicleSetup(self, 0);
580                         return true;
581                 case IMP_weapon_group_2.impulse:
582                         self.vehicle.vehicle_weapon2mode = RSM_FLARE;
583                         CSQCVehicleSetup(self, 0);
584                         return true;
585
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;
592
593                         CSQCVehicleSetup(self, 0);
594                         return true;
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;
602
603                         CSQCVehicleSetup(self, 0);
604                         return true;
605
606                 /*
607                 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
608                         break;
609                 case IMP_weapon_reload.impulse: // Manual minigun reload?
610                         break;
611                 */
612         }
613         return false;
614 }
615
616 spawnfunc(vehicle_raptor)
617 {
618         if(!autocvar_g_vehicle_raptor) { remove(self); return; }
619         if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; }
620 }
621
622 METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance))
623 {
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);
626 }
627 METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance))
628 {
629     self.vehicle_weapon2mode = RSM_BOMB;
630     self.owner.PlayerPhysplug = raptor_takeoff;
631     self.movetype          = MOVETYPE_BOUNCEMISSILE;
632     self.solid            = SOLID_SLIDEBOX;
633     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
634     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
635     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
636     self.tur_head.exteriormodeltoclient = self.owner;
637
638     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
639     self.lip   = time;
640
641     if(self.owner.flagcarried)
642        setorigin(self.owner.flagcarried, '-20 0 96');
643
644     CSQCVehicleSetup(self.owner, 0);
645 }
646 METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance))
647 {
648     instance.health                             = 0;
649     instance.event_damage               = func_null;
650     instance.solid                              = SOLID_CORPSE;
651     instance.takedamage                 = DAMAGE_NO;
652     instance.deadflag                   = DEAD_DYING;
653     instance.movetype                   = MOVETYPE_BOUNCE;
654     instance.think                              = raptor_diethink;
655     instance.nextthink                  = time;
656     instance.wait                               = time + 5 + (random() * 5);
657
658     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1);
659
660     instance.velocity_z += 600;
661
662     instance.avelocity = '0 0.5 1' * (random() * 400);
663     instance.avelocity -= '0 0.5 1' * (random() * 400);
664
665     instance.colormod = '-0.5 -0.5 -0.5';
666     instance.touch = raptor_blowup;
667 }
668 METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance))
669 {
670     if(!self.gun1)
671     {
672         entity spinner;
673         vector ofs;
674
675         //FIXME: Camera is in a bad place in HUD model.
676         //setorigin(self.vehicle_viewport, '25 0 5');
677
678         self.vehicles_impulse   = raptor_impulse;
679
680         self.frame = 0;
681
682         self.bomb1 = new(raptor_bomb);
683         self.bomb2 = new(raptor_bomb);
684         self.gun1  = new(raptor_gun);
685         self.gun2  = new(raptor_gun);
686
687         setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED);
688         setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED);
689         setmodel(self.gun1, MDL_VEH_RAPTOR_GUN);
690         setmodel(self.gun2, MDL_VEH_RAPTOR_GUN);
691         setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL);
692
693         setattachment(self.bomb1, self, "bombmount_left");
694         setattachment(self.bomb2, self, "bombmount_right");
695         setattachment(self.tur_head, self,"root");
696
697         // FIXMODEL Guns mounts to angled bones
698         self.bomb1.angles = self.angles;
699         self.angles = '0 0 0';
700         // This messes up gun-aim, so work arround it.
701         //setattachment(self.gun1, self, "gunmount_left");
702         ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
703         ofs -= self.origin;
704         setattachment(self.gun1, self, "");
705         setorigin(self.gun1, ofs);
706
707         //setattachment(self.gun2, self, "gunmount_right");
708         ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
709         ofs -= self.origin;
710         setattachment(self.gun2, self, "");
711         setorigin(self.gun2, ofs);
712
713         self.angles = self.bomb1.angles;
714         self.bomb1.angles = '0 0 0';
715
716         spinner = new(raptor_spinner);
717         spinner.owner = self;
718         setmodel(spinner, MDL_VEH_RAPTOR_PROP);
719         setattachment(spinner, self, "engine_left");
720         spinner.movetype = MOVETYPE_NOCLIP;
721         spinner.avelocity = '0 90 0';
722         self.bomb1.gun1 = spinner;
723
724         spinner = new(raptor_spinner);
725         spinner.owner = self;
726         setmodel(spinner, MDL_VEH_RAPTOR_PROP);
727         setattachment(spinner, self, "engine_right");
728         spinner.movetype = MOVETYPE_NOCLIP;
729         spinner.avelocity = '0 -90 0';
730         self.bomb1.gun2 = spinner;
731
732         // Sigh.
733         self.bomb1.think = raptor_rotor_anglefix;
734         self.bomb1.nextthink = time;
735
736         self.mass                          = 1 ;
737     }
738
739     self.frame            = 0;
740     self.vehicle_health = autocvar_g_vehicle_raptor_health;
741     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
742     self.movetype          = MOVETYPE_TOSS;
743     self.solid            = SOLID_SLIDEBOX;
744     self.vehicle_energy = 1;
745
746     self.PlayerPhysplug = raptor_frame;
747
748     self.bomb1.gun1.avelocity_y = 90;
749     self.bomb1.gun2.avelocity_y = -90;
750
751     self.delay = time;
752
753     self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
754     self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
755     self.damageforcescale = 0.25;
756     self.vehicle_health = autocvar_g_vehicle_raptor_health;
757     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
758 }
759 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
760 {
761     if(autocvar_g_vehicle_raptor_shield)
762         self.vehicle_flags |= VHF_HASSHIELD;
763
764     if(autocvar_g_vehicle_raptor_shield_regen)
765         self.vehicle_flags |= VHF_SHIELDREGEN;
766
767     if(autocvar_g_vehicle_raptor_health_regen)
768         self.vehicle_flags |= VHF_HEALTHREGEN;
769
770     if(autocvar_g_vehicle_raptor_energy_regen)
771         self.vehicle_flags |= VHF_ENERGYREGEN;
772
773     self.vehicle_exit = raptor_exit;
774     self.respawntime = autocvar_g_vehicle_raptor_respawntime;
775     self.vehicle_health = autocvar_g_vehicle_raptor_health;
776     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
777     self.max_health = self.vehicle_health;
778 }
779
780 #endif
781 #ifdef CSQC
782
783 METHOD(Raptor, vr_hud, void(Raptor thisveh))
784 {
785     Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2",
786                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
787                      "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
788 }
789 METHOD(Raptor, vr_crosshair, void(Raptor thisveh))
790 {
791     string crosshair;
792
793     switch(weapon2mode)
794     {
795         case RSM_FLARE: crosshair = vCROSS_RAIN;  break;
796         case RSM_BOMB:  crosshair = vCROSS_BURST; break;
797         default:        crosshair = vCROSS_BURST;
798     }
799
800     vector tmpSize = '0 0 0';
801     if(weapon2mode != RSM_FLARE)
802     {
803         vector where;
804
805         if(!dropmark)
806         {
807             dropmark = spawn();
808             dropmark.owner = self;
809             dropmark.gravity = 1;
810         }
811
812         float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
813         if(reload2 == 1)
814         {
815             setorigin(dropmark, pmove_org);
816             dropmark.velocity = pmove_vel;
817             tracetoss(dropmark, self);
818
819             where = project_3d_to_2d(trace_endpos);
820
821             setorigin(dropmark, trace_endpos);
822             tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size;
823
824             if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
825             {
826                 where.x -= tmpSize.x * 0.5;
827                 where.y -= tmpSize.y * 0.5;
828                 where.z = 0;
829                 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
830                 drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
831             }
832             dropmark.cnt = time + 5;
833         }
834         else
835         {
836             if(dropmark.cnt > time)
837             {
838                 where = project_3d_to_2d(dropmark.origin);
839                 tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25;
840
841                 if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight))
842                 {
843                     where.x -= tmpSize.x * 0.5;
844                     where.y -= tmpSize.y * 0.5;
845                     where.z = 0;
846                     drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE);
847                     drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg
848                 }
849             }
850         }
851     }
852
853     Vehicles_drawCrosshair(crosshair);
854 }
855 METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance))
856 {
857     AuxiliaryXhair[1].axh_image = vCROSS_LOCK;
858 }
859
860 #endif
861 #endif