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Stop using vehicles_customizeentityforclient, its expensive. (lets see how much break...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #define RAPTOR_MIN '-80 -80 0'
2 #define RAPTOR_MAX '80 80 70'
3
4 float autocvar_g_vehicle_raptor_respawntime;
5
6 float autocvar_g_vehicle_raptor_movestyle;
7 float autocvar_g_vehicle_raptor_turnspeed;
8 float autocvar_g_vehicle_raptor_pitchspeed;
9 float autocvar_g_vehicle_raptor_pitchlimit;
10
11 float autocvar_g_vehicle_raptor_speed_forward;
12 float autocvar_g_vehicle_raptor_speed_strafe;
13 float autocvar_g_vehicle_raptor_speed_up;
14 float autocvar_g_vehicle_raptor_speed_down;
15 float autocvar_g_vehicle_raptor_friction;
16
17 float autocvar_g_vehicle_raptor_bomblets;
18 float autocvar_g_vehicle_raptor_bomblet_alt;
19 float autocvar_g_vehicle_raptor_bomblet_time;
20 float autocvar_g_vehicle_raptor_bomblet_damage;
21 float autocvar_g_vehicle_raptor_bomblet_spread;
22 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
23 float autocvar_g_vehicle_raptor_bomblet_radius;
24 float autocvar_g_vehicle_raptor_bomblet_force;
25 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
26 float autocvar_g_vehicle_raptor_bombs_refire;
27
28 float autocvar_g_vehicle_raptor_cannon_turnspeed;
29 float autocvar_g_vehicle_raptor_cannon_turnlimit;
30 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
32
33 float autocvar_g_vehicle_raptor_cannon_locktarget;
34 float autocvar_g_vehicle_raptor_cannon_locking_time;
35 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
36 float autocvar_g_vehicle_raptor_cannon_locked_time;
37 float autocvar_g_vehicle_raptor_cannon_predicttarget;
38
39 float autocvar_g_vehicle_raptor_cannon_cost;
40 float autocvar_g_vehicle_raptor_cannon_damage;
41 float autocvar_g_vehicle_raptor_cannon_radius;
42 float autocvar_g_vehicle_raptor_cannon_refire;
43 float autocvar_g_vehicle_raptor_cannon_speed;
44 float autocvar_g_vehicle_raptor_cannon_spread;
45 float autocvar_g_vehicle_raptor_cannon_force;
46
47 float autocvar_g_vehicle_raptor_energy;
48 float autocvar_g_vehicle_raptor_energy_regen;
49 float autocvar_g_vehicle_raptor_energy_regen_pause;
50
51 float autocvar_g_vehicle_raptor_health;
52 float autocvar_g_vehicle_raptor_health_regen;
53 float autocvar_g_vehicle_raptor_health_regen_pause;
54
55 float autocvar_g_vehicle_raptor_shield;
56 float autocvar_g_vehicle_raptor_shield_regen;
57 float autocvar_g_vehicle_raptor_shield_regen_pause;
58
59 void raptor_spawn();
60 float raptor_frame();
61 float raptor_takeoff();
62
63 .entity bomb1;
64 .entity bomb2;
65
66 //#define RAPTOR_RETARDCAMERA
67
68 float raptor_altitude(float amax)
69 {
70         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
71     return vlen(self.origin - trace_endpos);
72 }
73
74
75 void raptor_bomblet_boom()
76 {
77     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
78     pointparticles(particleeffectnum("raptor_bomb_impact"), self.origin, trace_plane_normal * 1000, 1);
79     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
80                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
81                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
82                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_SBROCKET, world);
83     remove(self);
84 }
85
86 void raptor_bomblet_touch()
87 {
88     if(other == self.owner)
89         return;
90
91     PROJECTILE_TOUCH;
92     self.think = raptor_bomblet_boom;
93     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
94 }
95
96 void raptor_bomb_burst()
97 {
98     if(self.cnt > time)
99     if(autocvar_g_vehicle_raptor_bomblet_alt)
100     {
101         UpdateCSQCProjectile(self);
102         self.nextthink = time;
103         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
104         if(trace_fraction == 1.0)
105             return;
106
107         if(vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius)
108             return;
109     }
110
111     entity bomblet;
112     float i;
113
114     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
115     pointparticles(particleeffectnum("rocket_explode"), self.origin, self.velocity, 1);
116
117     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118     {
119         bomblet = spawn();
120         setorigin(bomblet, self.origin);
121
122         //bomblet.solid       = SOLID_TRIGGER;
123         bomblet.movetype    = MOVETYPE_TOSS;
124         bomblet.touch       = raptor_bomblet_touch;
125         bomblet.think       = raptor_bomblet_boom;
126         bomblet.nextthink   = time + 5;
127         bomblet.owner       = self.owner;
128         bomblet.realowner   = self.realowner;
129         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
130         PROJECTILE_MAKETRIGGER(bomblet);
131         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
132     }
133
134     remove(self);
135 }
136
137 void raptor_bomb_touch()
138 {
139     raptor_bomb_burst();
140 }
141
142 void raptor_bombdrop()
143 {
144     entity bomb_1, bomb_2;
145
146     //self.bomb1.alpha = 0;
147     //self.bomb2.alpha = 0;
148
149     bomb_1 = spawn();
150     bomb_2 = spawn();
151
152     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
153     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
154
155     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
156     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
157     bomb_1.touch        = bomb_2.touch      = raptor_bomb_touch;
158     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
159     bomb_1.cnt          = bomb_2.cnt        = time + 10;
160
161     if(autocvar_g_vehicle_raptor_bomblet_alt)
162         bomb_1.nextthink = bomb_2.nextthink  = time;
163     else
164         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
165
166     bomb_1.owner     = bomb_2.owner      = self;
167     bomb_1.realowner = bomb_2.realowner  = self.owner;
168     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
169     bomb_1.gravity   = bomb_2.gravity    = 1;
170
171     PROJECTILE_MAKETRIGGER(bomb_1);
172     PROJECTILE_MAKETRIGGER(bomb_2);
173
174     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
175     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
176
177 }
178
179
180 void raptor_fire_cannon(entity gun, string tagname)
181 {
182     entity bolt;
183     vector b_org;    
184     b_org = gettaginfo(gun, gettagindex(gun, tagname));
185     bolt = vehicles_projectile("raptor_cannon_impact", "weapons/laserimpact.wav", "raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
186                            b_org, normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
187                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
188                            DEATH_WAKIGUN, PROJECTILE_RAPTORCANNON, 0);
189 }
190
191 void raptor_think()
192 {
193 }
194
195 void raptor_enter()
196 {
197     self.owner.PlayerPhysplug = raptor_takeoff;
198     self.movetype       = MOVETYPE_FLY;
199     self.solid          = SOLID_BBOX;
200     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
201     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
202     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
203     self.tur_head.exteriormodeltoclient = self.owner;
204
205 #ifdef RAPTOR_RETARDCAMERA
206     setorigin(self.vehicle_viewport, self.origin);
207 #endif
208 }
209
210 void raptor_land()
211 {
212     float hgt;
213
214     hgt = raptor_altitude(512);
215     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
216     self.angles_x *= 0.95;
217     self.angles_z *= 0.95;
218
219     if(hgt < 128)
220         if(self.frame != 0)
221             self.frame = max(self.frame - 0.25, 0);
222
223     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
224     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
225
226     if(hgt < 16)
227     {
228         self.movetype   = MOVETYPE_TOSS;
229         self.think      = raptor_think;
230     }
231
232     self.nextthink  = time;
233 }
234
235 void raptor_exit(float eject)
236 {
237     self.tur_head.exteriormodeltoclient = world;
238     
239     if(self.deadflag == DEAD_NO)
240     {
241         self.think      = raptor_land;
242         self.nextthink  = time;
243     }
244
245     if not (self.owner)
246         return;
247
248         makevectors(self.angles);
249         if(eject)
250         {
251             setorigin(self.owner,self.origin + v_forward * 100 + '0 0 64');
252             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
253         }
254         else
255         setorigin(self.owner,self.origin - v_forward * 200 + '0 0 64');
256
257     self.owner = world;
258 }
259
260 float raptor_takeoff()
261 {
262     entity player, raptor;
263
264     player = self;
265     raptor = self.vehicle;
266     self   = raptor;
267
268     // Takeoff sequense
269     if(raptor.frame < 25)
270     {
271         raptor.frame += 0.25;
272         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
273         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
274         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
275         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
276
277         setorigin(player, raptor.origin + '0 0 32');
278     }
279     else
280         player.PlayerPhysplug = raptor_frame;
281
282     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
283     self = player;
284     return 1;
285 }
286
287 float raptor_frame()
288 {
289     entity player, raptor;
290     float ftmp, ftmp2;
291     vector df;
292
293     player = self;
294     raptor = self.vehicle;
295     self   = raptor;
296
297     if(player.BUTTON_USE && raptor.deadflag == DEAD_NO)
298     {
299         self = raptor;
300         vehicles_exit(VHEF_NORMAL);
301         self = player;
302         return 0;
303     }
304
305     if(raptor.deadflag != DEAD_NO)
306     {
307         self = player;
308         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
309         return 1;
310     }
311
312
313
314     crosshair_trace(player);
315
316 #if VEHICLES_VIEWROTATE_CROSSHAIR
317     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
318     if(df_x > 180)  df_x -= 360;
319     if(df_x < -180) df_x += 360;
320     if(df_y > 180)  df_y -= 360;
321     if(df_y < -180) df_y += 360;
322
323     // Rotate Body
324     ftmp = autocvar_g_vehicle_raptor_turnspeed * sys_frametime;
325     ftmp = bound(-ftmp, shortangle_f(df_y - raptor.angles_y, raptor.angles_y), ftmp);
326
327     // Turn
328     //raptor.angles_y = anglemods(raptor.angles_y + ftmp);
329     raptor.avelocity_y = anglemods(raptor.angles_y + ftmp);
330
331     // Pitch Body
332     ftmp = autocvar_g_vehicle_raptor_pitchspeed  * sys_frametime;
333     ftmp = bound(-ftmp, shortangle_f(df_x - raptor.angles_x, raptor.angles_x), ftmp);
334
335     //raptor.angles_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
336     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, anglemods(raptor.angles_x + ftmp), autocvar_g_vehicle_raptor_pitchlimit);
337 #else
338     vector vang;
339     vang = raptor.angles;
340     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
341     vang_x *= -1;
342     df_x *= -1;
343     if(df_x > 180)  df_x -= 360;
344     if(df_x < -180) df_x += 360;
345     if(df_y > 180)  df_y -= 360;
346     if(df_y < -180) df_y += 360;
347
348     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
349     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
350     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
351
352     // Pitch
353     ftmp = 0;
354     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
355     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
356
357     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
358     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
359     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
360
361     raptor.angles_x = anglemods(raptor.angles_x);
362     raptor.angles_y = anglemods(raptor.angles_y);
363     raptor.angles_z = anglemods(raptor.angles_z);
364
365 #endif
366
367     if(autocvar_g_vehicle_raptor_movestyle == 1)
368         makevectors('0 1 0' * raptor.angles_y);
369     else
370         makevectors(player.v_angle);
371
372 #ifdef RAPTOR_RETARDCAMERA
373     float spd, back, up;
374     spd = vlen(self.velocity) + 0.01;
375     back = spd / autocvar_g_vehicle_raptor_speed_forward;
376     up = 1 - back;
377     back = back;
378     back = back * 1250;
379     back += 150;
380     up = up * 200;
381     up = up + 100;
382
383     setorigin(self.vehicle_viewport, self.origin + (v_up * up) + (v_forward * -back));
384 #endif
385
386     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
387
388     if(player.movement_x != 0)
389     {
390         if(player.movement_x > 0)
391             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
392         else if(player.movement_x < 0)
393             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
394     }
395
396     if(player.movement_y != 0)
397     {
398         if(player.movement_y < 0)
399             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
400         else if(player.movement_y > 0)
401             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
402
403         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
404     }
405     else
406     {
407         raptor.angles_z *= 0.95;
408         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
409             raptor.angles_z = 0;
410     }
411
412     if(player.BUTTON_CROUCH)
413         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
414     else if (player.BUTTON_JUMP)
415         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
416
417     raptor.velocity  += df * frametime;
418     player.velocity = player.movement  = raptor.velocity;
419     setorigin(player,raptor.origin + '0 0 32');
420
421     vector vf, ad;
422     // Target lock & predict
423     if(autocvar_g_vehicle_raptor_cannon_locktarget)
424     {
425
426         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
427                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
428                              autocvar_g_vehicle_raptor_cannon_locked_time);
429
430         if(self.lock_target != world)
431         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
432         if(self.lock_strength == 1)
433         {
434             float i, distance, impact_time;
435
436             vf = real_origin(raptor.lock_target);
437             ad = vf;
438             for(i = 0; i < 4; ++i)
439             {
440                 distance = vlen(ad - raptor.origin);
441                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
442                 ad = vf + raptor.lock_target.velocity * impact_time;
443             }
444             trace_endpos = ad;
445             //UpdateAuxiliaryXhair(player, trace_endpos, '1 1 1', 0);
446         }
447
448         if(self.lock_target)
449         {
450             if(raptor.lock_strength == 1)
451                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
452             else if(self.lock_strength > 0.5)
453                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
454             else if(self.lock_strength < 0.5)
455                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
456         }
457     }
458
459     // Aim the gunz
460     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
461     ftmp = -ftmp2;
462
463     // Gun1
464     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
465     //ad = df;
466     //vf = v_forward;
467     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
468     df = shortangle_vxy(df - (raptor.angles + raptor.gun1.angles), raptor.angles + raptor.gun1.angles);     // Find aim offset
469     // Bind to aimspeed
470     df_x = bound(ftmp, df_x, ftmp2);
471     df_y = bound(ftmp, df_y, ftmp2);
472     // Bind to limts
473     raptor.gun1.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun1.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
474     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
475
476     //df = vectoangles(normalize(trace_endpos - df));
477
478     //Gun 2
479     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
480     //ad += df;
481     //vf += v_forward;
482     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle
483     df = shortangle_vxy(df - (raptor.angles + raptor.gun2.angles), raptor.angles + raptor.gun2.angles);     // Find aim offset
484     // Bind to aimspeed
485     df_x = bound(ftmp, df_x, ftmp2);
486     df_y = bound(ftmp, df_y, ftmp2);
487     // Bind to limts
488     raptor.gun2.angles_x = bound(-autocvar_g_vehicle_raptor_cannon_pitchlimit_down, df_x + raptor.gun2.angles_x, autocvar_g_vehicle_raptor_cannon_pitchlimit_up);
489     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
490
491     /*
492     ad = ad * 0.5;
493     v_forward = vf * 0.5;
494     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
495     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
496     */
497
498     if(player.BUTTON_ATCK)
499     if(raptor.attack_finished_single <= time)
500     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
501     {
502         raptor.misc_bulletcounter += 1;
503         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
504         if(raptor.misc_bulletcounter <= 2)
505             raptor_fire_cannon(self.gun1, "fire1");
506         else if(raptor.misc_bulletcounter == 3)
507             raptor_fire_cannon(self.gun2, "fire1");
508         else
509         {
510             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
511             raptor_fire_cannon(self.gun2, "fire1");
512             raptor.misc_bulletcounter = 0;
513         }
514         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
515         self.cnt = time;
516     }
517
518     if(self.vehicle_flags  & VHF_SHIELDREGEN)
519         vehicles_regen(dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime);
520
521     if(self.vehicle_flags  & VHF_HEALTHREGEN)
522         vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime);
523
524     if(self.vehicle_flags  & VHF_ENERGYREGEN)
525         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
526
527
528     if(time > raptor.delay)
529     if(player.BUTTON_ATCK2)
530     {
531         raptor_bombdrop();
532         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
533         raptor.lip   = time;
534     }
535
536     player.vehicle_reload1 = (time - raptor.lip) / (raptor.delay - raptor.lip);
537     raptor.bomb1.alpha = raptor.bomb2.alpha = player.vehicle_reload1;
538
539     VEHICLE_UPDATE_PLAYER(health, raptor);
540     VEHICLE_UPDATE_PLAYER(energy, raptor);
541     if(self.vehicle_flags & VHF_HASSHIELD)
542         VEHICLE_UPDATE_PLAYER(shield, raptor);
543
544
545
546     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
547     return 1;
548 }
549
550 void raptor_blowup()
551 {
552     sound (self, CHAN_PROJECTILE, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
553     pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
554
555     self.deadflag    = DEAD_DEAD;
556     self.vehicle_exit(VHEF_NORMAL);
557     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
558
559     self.alpha          = -1;
560     self.movetype       = MOVETYPE_NONE;
561     self.effects        = EF_NODRAW;
562     self.colormod       = '0 0 0';
563     self.avelocity      = '0 0 0';
564     self.velocity       = '0 0 0';
565
566     setorigin(self, self.pos1);
567     self.touch = SUB_Null;
568 }
569
570 void raptor_die()
571 {
572     self.health       = 0;
573     self.event_damage = SUB_Null;
574     self.iscreature   = FALSE;
575     self.solid        = SOLID_CORPSE;
576     self.takedamage   = DAMAGE_NO;
577     self.deadflag     = DEAD_DYING;
578     self.movetype     = MOVETYPE_BOUNCE;
579
580     pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
581
582     self.velocity_z += 128;
583
584     if(random() < 0.5)
585         self.avelocity_z  = 45 + random() * 270;
586     else
587         self.avelocity_z  = -45 + random() * -270;
588
589     self.colormod = '-0.5 -0.5 -0.5';
590         self.touch     = raptor_blowup;
591 }
592
593 void raptor_spawn()
594 {
595     self.frame          = 0;
596     self.vehicle_health = autocvar_g_vehicle_raptor_health;
597     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
598     self.movetype       = MOVETYPE_TOSS;
599     self.solid          = SOLID_BBOX;
600     self.vehicle_energy = 1;
601
602     self.bomb1.gun1.avelocity_y = 90;
603     self.bomb1.gun2.avelocity_y = -90;
604
605     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
606     self.delay = time;
607 }
608
609 // If we dont do this ever now and then, the raptors rotors
610 // stop working, presumably due to angle overflow. cute.
611 void raptor_rotor_anglefix()
612 {
613     self.gun1.angles_y = anglemods(self.gun1.angles_y);
614     self.gun2.angles_y = anglemods(self.gun2.angles_y);
615     self.nextthink = time + 15;
616 }
617
618 void raptor_dinit()
619 {
620     entity spinner;
621     vector ofs;
622
623     if not (vehicle_initialize(
624              "Raptor",
625              "models/vehicles/raptor.dpm",
626              "",
627              "models/vehicles/raptor_cockpit.dpm",
628              "", "tag_hud", "tag_camera",
629              HUD_RAPTOR,
630              RAPTOR_MIN, RAPTOR_MAX,
631              FALSE,
632              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
633              raptor_frame,
634              raptor_enter, raptor_exit,
635              raptor_die,   raptor_think))
636     {
637         remove(self);
638         return;
639     }
640
641     //FIXME: Camera is in a bad place in HUD model.
642     //setorigin(self.vehicle_viewport, '25 0 5');
643
644     self.frame = 0;
645
646     self.bomb1 = spawn();
647     self.bomb2 = spawn();
648     self.gun1  = spawn();
649     self.gun2  = spawn();
650             
651 #ifdef RAPTOR_RETARDCAMERA
652     setattachment(self.vehicle_viewport, world, "");
653 #endif
654
655     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
656     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
657     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
658     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
659     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
660
661     setattachment(self.bomb1, self,"bombmount_left");
662     setattachment(self.bomb2, self,"bombmount_right");
663     setattachment(self.tur_head, self,"root");
664
665
666     // FIXME Guns mounts to angled bones
667     self.bomb1.angles = self.angles;
668     self.angles = '0 0 0';
669     // This messes up gun-aim, so work arround it.
670     //setattachment(self.gun1, self, "gunmount_left");
671     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
672     ofs -= self.origin;
673     setattachment(self.gun1, self, "");
674     setorigin(self.gun1, ofs);
675
676     //setattachment(self.gun2, self, "gunmount_right");
677     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
678     ofs -= self.origin;
679     setattachment(self.gun2, self, "");
680     setorigin(self.gun2, ofs);
681
682     self.angles = self.bomb1.angles;
683     self.bomb1.angles = '0 0 0';
684
685     spinner = spawn();
686     spinner.owner = self;
687     setmodel(spinner,"models/vehicles/spinner.dpm");
688     setattachment(spinner, self, "engine_left");
689     spinner.movetype = MOVETYPE_NOCLIP;
690     spinner.avelocity = '0 90 0';
691     self.bomb1.gun1 = spinner;
692
693     spinner = spawn();
694     spinner.owner = self;
695     setmodel(spinner,"models/vehicles/spinner.dpm");
696     setattachment(spinner, self, "engine_right");
697     spinner.movetype = MOVETYPE_NOCLIP;
698     spinner.avelocity = '0 -90 0';
699     self.bomb1.gun2 = spinner;
700     
701     // Sigh.
702     self.bomb1.think = raptor_rotor_anglefix;
703     self.bomb1.nextthink = time;
704     
705     self.mass               = 1 ;
706 }
707
708 void spawnfunc_vehicle_raptor()
709 {
710     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
711
712     if(autocvar_g_vehicle_raptor_shield)
713         self.vehicle_flags |= VHF_HASSHIELD;
714
715     if(autocvar_g_vehicle_raptor_shield_regen)
716         self.vehicle_flags |= VHF_SHIELDREGEN;
717
718     if(autocvar_g_vehicle_raptor_health_regen)
719         self.vehicle_flags |= VHF_HEALTHREGEN;
720
721     if(autocvar_g_vehicle_raptor_energy_regen)
722         self.vehicle_flags |= VHF_ENERGYREGEN;
723
724     precache_model ("models/vehicles/raptor.dpm");
725     precache_model ("models/vehicles/raptor_gun.dpm");
726     precache_model ("models/vehicles/spinner.dpm");
727     precache_model ("models/vehicles/raptor_cockpit.dpm");
728     precache_model ("models/vehicles/clusterbomb.md3");
729     precache_model ("models/vehicles/clusterbomb_folded.md3");
730     precache_model ("models/vehicles/raptor_body.dpm");
731
732     self.think = raptor_dinit;
733     self.nextthink = time + 1;
734 }