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