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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / raptor.qc
1 #ifdef SVQC
2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
4
5 float autocvar_g_vehicle_raptor_respawntime;
6 float autocvar_g_vehicle_raptor_takeofftime;
7
8 float autocvar_g_vehicle_raptor_movestyle;
9 float autocvar_g_vehicle_raptor_turnspeed;
10 float autocvar_g_vehicle_raptor_pitchspeed;
11 float autocvar_g_vehicle_raptor_pitchlimit;
12
13 float autocvar_g_vehicle_raptor_speed_forward;
14 float autocvar_g_vehicle_raptor_speed_strafe;
15 float autocvar_g_vehicle_raptor_speed_up;
16 float autocvar_g_vehicle_raptor_speed_down;
17 float autocvar_g_vehicle_raptor_friction;
18
19 float autocvar_g_vehicle_raptor_bomblets;
20 float autocvar_g_vehicle_raptor_bomblet_alt;
21 float autocvar_g_vehicle_raptor_bomblet_time;
22 float autocvar_g_vehicle_raptor_bomblet_damage;
23 float autocvar_g_vehicle_raptor_bomblet_spread;
24 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
25 float autocvar_g_vehicle_raptor_bomblet_radius;
26 float autocvar_g_vehicle_raptor_bomblet_force;
27 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
28 float autocvar_g_vehicle_raptor_bombs_refire;
29
30 float autocvar_g_vehicle_raptor_cannon_turnspeed;
31 float autocvar_g_vehicle_raptor_cannon_turnlimit;
32 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
33 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
34
35 float autocvar_g_vehicle_raptor_cannon_locktarget;
36 float autocvar_g_vehicle_raptor_cannon_locking_time;
37 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
38 float autocvar_g_vehicle_raptor_cannon_locked_time;
39 float autocvar_g_vehicle_raptor_cannon_predicttarget;
40
41 float autocvar_g_vehicle_raptor_cannon_cost;
42 float autocvar_g_vehicle_raptor_cannon_damage;
43 float autocvar_g_vehicle_raptor_cannon_radius;
44 float autocvar_g_vehicle_raptor_cannon_refire;
45 float autocvar_g_vehicle_raptor_cannon_speed;
46 float autocvar_g_vehicle_raptor_cannon_spread;
47 float autocvar_g_vehicle_raptor_cannon_force;
48
49 float autocvar_g_vehicle_raptor_energy;
50 float autocvar_g_vehicle_raptor_energy_regen;
51 float autocvar_g_vehicle_raptor_energy_regen_pause;
52
53 float autocvar_g_vehicle_raptor_health;
54 float autocvar_g_vehicle_raptor_health_regen;
55 float autocvar_g_vehicle_raptor_health_regen_pause;
56
57 float autocvar_g_vehicle_raptor_shield;
58 float autocvar_g_vehicle_raptor_shield_regen;
59 float autocvar_g_vehicle_raptor_shield_regen_pause;
60
61 float autocvar_g_vehicle_raptor_bouncefactor;
62 float autocvar_g_vehicle_raptor_bouncestop;
63 vector autocvar_g_vehicle_raptor_bouncepain;
64
65 void raptor_spawn();
66 float raptor_frame();
67 float raptor_takeoff();
68
69 .entity bomb1;
70 .entity bomb2;
71
72 float raptor_altitude(float amax)
73 {
74         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
75     return vlen(self.origin - trace_endpos);
76 }
77
78
79 void raptor_bomblet_boom()
80 {
81     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
82                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
83                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
84                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
85     remove(self);
86 }
87
88 void raptor_bomblet_touch()
89 {
90     if(other == self.owner)
91         return;
92
93     PROJECTILE_TOUCH;
94     self.think = raptor_bomblet_boom;
95     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
96 }
97
98 void raptor_bomb_burst()
99 {
100     if(self.cnt > time)
101     if(autocvar_g_vehicle_raptor_bomblet_alt)
102     {
103         self.nextthink = time;
104         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
105         if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
106         {
107             UpdateCSQCProjectile(self);
108             return;
109         }
110     }
111
112     entity bomblet;
113     float i;
114
115     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
116
117     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
118     {
119         bomblet = spawn();
120         setorigin(bomblet, self.origin);
121
122         bomblet.movetype    = MOVETYPE_TOSS;
123         bomblet.touch       = raptor_bomblet_touch;
124         bomblet.think       = raptor_bomblet_boom;
125         bomblet.nextthink   = time + 5;
126         bomblet.owner       = self.owner;
127         bomblet.realowner   = self.realowner;
128         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
129
130         PROJECTILE_MAKETRIGGER(bomblet);
131         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
132     }
133
134     remove(self);
135 }
136
137 void raptor_bombdrop()
138 {
139     entity bomb_1, bomb_2;
140
141     bomb_1 = spawn();
142     bomb_2 = spawn();
143
144     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
146
147     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
148     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
149     bomb_1.touch        = bomb_2.touch      = raptor_bomb_burst;
150     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
151     bomb_1.cnt          = bomb_2.cnt        = time + 10;
152
153     if(autocvar_g_vehicle_raptor_bomblet_alt)
154         bomb_1.nextthink = bomb_2.nextthink  = time;
155     else
156         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
157
158     bomb_1.owner     = bomb_2.owner      = self;
159     bomb_1.realowner = bomb_2.realowner  = self.owner;
160     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
161     bomb_1.gravity   = bomb_2.gravity    = 1;
162
163     PROJECTILE_MAKETRIGGER(bomb_1);
164     PROJECTILE_MAKETRIGGER(bomb_2);
165
166     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
168 }
169
170
171 void raptor_fire_cannon(entity gun, string tagname)
172 {
173     vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
174                            gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
175                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
176                            DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
177 }
178
179 void raptor_think()
180 {
181 }
182
183 void raptor_enter()
184 {
185     self.owner.PlayerPhysplug = raptor_takeoff;
186     self.movetype       = MOVETYPE_BOUNCEMISSILE;
187     self.solid          = SOLID_SLIDEBOX;
188     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
189     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
190     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
191     self.tur_head.exteriormodeltoclient = self.owner;
192
193     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
194     self.lip   = time;
195
196     if(self.owner.flagcarried)
197        setorigin(self.owner.flagcarried, '-20 0 96');
198
199 }
200
201 void raptor_land()
202 {    
203     float hgt;
204         
205     hgt = raptor_altitude(512);    
206     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
207     self.angles_x *= 0.95;
208     self.angles_z *= 0.95;
209
210     if(hgt < 128)
211     if(hgt > 0)
212         self.frame = (hgt / 128) * 25;
213
214     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
215     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
216
217     if(hgt < 16)
218     {
219         self.movetype = MOVETYPE_TOSS;
220         self.think    = raptor_think;
221         self.frame    = 0;
222     }
223
224     self.nextthink  = time;
225 }
226
227 void raptor_exit(float eject)
228 {
229     vector spot;
230     self.tur_head.exteriormodeltoclient = world;
231
232     if(self.deadflag == DEAD_NO)
233     {
234         self.think      = raptor_land;
235         self.nextthink  = time;
236     }
237
238     if not (self.owner)
239         return;
240
241         makevectors(self.angles);
242         if(eject)
243         {
244             spot = self.origin + v_forward * 100 + '0 0 64';
245             spot = vehicles_findgoodexit(spot);
246             setorigin(self.owner , spot);
247             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
248             self.owner.oldvelocity = self.owner.velocity;
249         }
250         else
251         {
252             self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
253             self.owner.oldvelocity = self.owner.velocity;
254             spot = self.origin - v_forward * 200 + '0 0 64';
255             spot = vehicles_findgoodexit(spot);
256             setorigin(self.owner , spot);
257         }
258         antilag_clear(self.owner);      
259     self.owner = world;
260 }
261
262 float raptor_takeoff()
263 {
264     entity player, raptor;
265     
266     player = self;
267     raptor = self.vehicle;
268     self   = raptor;
269     if(self.sound_nexttime < time)
270     {        
271         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
272         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
273     }   
274
275     // Takeoff sequense
276     if(raptor.frame < 25)
277     {
278         raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime);
279         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
280         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
281         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
282         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
283
284         setorigin(player, raptor.origin + '0 0 32');
285     }
286     else
287         player.PlayerPhysplug = raptor_frame;
288
289     if(self.vehicle_flags  & VHF_SHIELDREGEN)
290         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);
291
292     if(self.vehicle_flags  & VHF_HEALTHREGEN)
293         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);
294
295     if(self.vehicle_flags  & VHF_ENERGYREGEN)
296         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
297
298
299     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
300     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
301
302     VEHICLE_UPDATE_PLAYER(health, raptor);
303     VEHICLE_UPDATE_PLAYER(energy, raptor);
304     if(self.vehicle_flags & VHF_HASSHIELD)
305         VEHICLE_UPDATE_PLAYER(shield, raptor);
306
307     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
308     self = player;
309     return 1;
310 }
311
312 float raptor_frame()
313 {
314     entity player, raptor;
315     float ftmp = 0;
316     vector df;
317     
318         if(intermission_running)
319                 return 1;
320
321     player = self;
322     raptor = self.vehicle;
323     self   = raptor;
324     vehicles_painframe();
325     /*
326     ftmp = vlen(self.velocity);
327     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
328         ftmp = 1;
329     else  
330         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
331     */
332         
333     if(self.sound_nexttime < time)
334     {        
335         self.sound_nexttime = time + 7.955812; 
336         //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
337         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
338         self.wait = ftmp;
339     }        
340     /*
341     else if(fabs(ftmp - self.wait) > 0.2)
342     {
343         sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp,   ATTN_NORM );
344         sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);        
345         self.wait = ftmp;
346     }
347     */
348     
349     if(raptor.deadflag != DEAD_NO)
350     {
351         self = player;
352         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
353         return 1;
354     }
355     crosshair_trace(player);
356
357     vector vang;
358     vang = raptor.angles;
359     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
360     vang_x *= -1;
361     df_x *= -1;
362     if(df_x > 180)  df_x -= 360;
363     if(df_x < -180) df_x += 360;
364     if(df_y > 180)  df_y -= 360;
365     if(df_y < -180) df_y += 360;
366
367     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
368     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
369     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
370
371     // Pitch
372     ftmp = 0;
373     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
374     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
375
376     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
377     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
378     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
379
380     raptor.angles_x = anglemods(raptor.angles_x);
381     raptor.angles_y = anglemods(raptor.angles_y);
382     raptor.angles_z = anglemods(raptor.angles_z);
383
384     if(autocvar_g_vehicle_raptor_movestyle == 1)
385         makevectors('0 1 0' * raptor.angles_y);
386     else
387         makevectors(player.v_angle);
388
389     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
390
391     if(player.movement_x != 0)
392     {
393         if(player.movement_x > 0)
394             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
395         else if(player.movement_x < 0)
396             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
397     }
398
399     if(player.movement_y != 0)
400     {
401         if(player.movement_y < 0)
402             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
403         else if(player.movement_y > 0)
404             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
405
406         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
407     }
408     else
409     {
410         raptor.angles_z *= 0.95;
411         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
412             raptor.angles_z = 0;
413     }
414
415     if(player.BUTTON_CROUCH)
416         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
417     else if (player.BUTTON_JUMP)
418         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
419
420     raptor.velocity  += df * frametime;
421     player.velocity = player.movement  = raptor.velocity;
422     setorigin(player, raptor.origin + '0 0 32');
423
424     vector vf, ad;
425     // Target lock & predict
426     if(autocvar_g_vehicle_raptor_cannon_locktarget)
427     {
428
429         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
430                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
431                              autocvar_g_vehicle_raptor_cannon_locked_time);
432
433         if(self.lock_target != world)
434         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
435         if(self.lock_strength == 1)
436         {
437             float i, distance, impact_time;
438
439             vf = real_origin(raptor.lock_target);
440             ad = vf;
441             for(i = 0; i < 4; ++i)
442             {
443                 distance = vlen(ad - raptor.origin);
444                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
445                 ad = vf + raptor.lock_target.velocity * impact_time;
446             }
447             trace_endpos = ad;
448         }
449
450         if(self.lock_target)
451         {
452             if(raptor.lock_strength == 1)
453                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
454             else if(self.lock_strength > 0.5)
455                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
456             else if(self.lock_strength < 0.5)
457                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
458         }
459     }
460
461
462     vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1", 
463                           autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up, 
464                           autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
465
466     vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1", 
467                           autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_raptor_cannon_pitchlimit_up, 
468                           autocvar_g_vehicle_raptor_cannon_turnlimit * -1,  autocvar_g_vehicle_raptor_cannon_turnlimit,  autocvar_g_vehicle_raptor_cannon_turnspeed);
469
470     /*
471     ad = ad * 0.5;
472     v_forward = vf * 0.5;
473     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
474     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
475     */
476     
477     if(player.BUTTON_ATCK)
478     if(raptor.attack_finished_single <= time)
479     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
480     {
481         raptor.misc_bulletcounter += 1;
482         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
483         if(raptor.misc_bulletcounter <= 2)
484             raptor_fire_cannon(self.gun1, "fire1");
485         else if(raptor.misc_bulletcounter == 3)
486             raptor_fire_cannon(self.gun2, "fire1");
487         else
488         {
489             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
490             raptor_fire_cannon(self.gun2, "fire1");
491             raptor.misc_bulletcounter = 0;
492         }
493         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
494         self.cnt = time;
495     }
496
497     if(self.vehicle_flags  & VHF_SHIELDREGEN)
498         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);
499
500     if(self.vehicle_flags  & VHF_HEALTHREGEN)
501         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);
502
503     if(self.vehicle_flags  & VHF_ENERGYREGEN)
504         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
505
506
507     if(time > raptor.delay)
508     if(player.BUTTON_ATCK2)
509     {
510         raptor_bombdrop();
511         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
512         raptor.lip   = time;
513     }
514
515     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
516     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
517
518     VEHICLE_UPDATE_PLAYER(health, raptor);
519     VEHICLE_UPDATE_PLAYER(energy, raptor);
520     if(self.vehicle_flags & VHF_HASSHIELD)
521         VEHICLE_UPDATE_PLAYER(shield, raptor);
522
523     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
524     
525     self = player;
526     return 1;
527 }
528
529 void raptor_blowup()
530 {
531     self.deadflag    = DEAD_DEAD;
532     self.vehicle_exit(VHEF_NORMAL);
533     RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
534
535     self.alpha          = -1;
536     self.movetype       = MOVETYPE_NONE;
537     self.effects        = EF_NODRAW;
538     self.colormod       = '0 0 0';
539     self.avelocity      = '0 0 0';
540     self.velocity       = '0 0 0';
541
542     setorigin(self, self.pos1);
543     self.touch = SUB_Null;
544     self.nextthink = 0;
545 }
546
547 void raptor_diethink()
548 {
549     if(random() < 0.1)
550     {
551         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
552         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
553     }
554     self.nextthink = time + 0.1;
555 }
556
557 void raptor_die()
558 {
559     self.health       = 0;
560     self.event_damage = SUB_Null;
561     self.solid        = SOLID_CORPSE;
562     self.takedamage   = DAMAGE_NO;
563     self.deadflag     = DEAD_DYING;
564     self.movetype     = MOVETYPE_BOUNCE;
565     self.think        = raptor_diethink;
566     self.nextthink    = time;
567     
568     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
569
570     self.velocity_z += 600;
571
572     self.avelocity = '0 0.5 1' * (random() * 400);
573     self.avelocity -= '0 0.5 1' * (random() * 400);
574
575     self.colormod = '-0.5 -0.5 -0.5';
576         self.touch     = raptor_blowup;
577 }
578
579 void raptor_impact()
580 {
581     if(autocvar_g_vehicle_raptor_bouncepain_x)
582         vehilces_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
583 }
584
585 void raptor_spawn()
586 {
587     self.frame          = 0;
588     self.vehicle_health = autocvar_g_vehicle_raptor_health;
589     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
590     self.movetype       = MOVETYPE_TOSS;
591     self.solid          = SOLID_SLIDEBOX;
592     self.vehicle_energy = 1;
593
594     self.bomb1.gun1.avelocity_y = 90;
595     self.bomb1.gun2.avelocity_y = -90;
596
597     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
598     self.delay = time;
599         
600     self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
601     self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;    
602     self.vehicle_impact = raptor_impact;    
603 }
604
605 // If we dont do this ever now and then, the raptors rotors
606 // stop working, presumably due to angle overflow. cute.
607 void raptor_rotor_anglefix()
608 {
609     self.gun1.angles_y = anglemods(self.gun1.angles_y);
610     self.gun2.angles_y = anglemods(self.gun2.angles_y);
611     self.nextthink = time + 15;
612 }
613
614 void raptor_dinit()
615 {
616     entity spinner;
617     vector ofs;
618
619     if not (vehicle_initialize(
620              "Raptor",
621              "models/vehicles/raptor.dpm",
622              "",
623              "models/vehicles/raptor_cockpit.dpm",
624              "", "tag_hud", "tag_camera",
625              HUD_RAPTOR,
626              RAPTOR_MIN, RAPTOR_MAX,
627              FALSE,
628              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
629              raptor_frame,
630              raptor_enter, raptor_exit,
631              raptor_die,   raptor_think,
632              FALSE))
633     {
634         remove(self);
635         return;
636     }
637
638     //FIXME: Camera is in a bad place in HUD model.
639     //setorigin(self.vehicle_viewport, '25 0 5');
640
641     self.frame = 0;
642
643     self.bomb1 = spawn();
644     self.bomb2 = spawn();
645     self.gun1  = spawn();
646     self.gun2  = spawn();
647
648     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
649     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
650     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
651     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
652     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
653
654     setattachment(self.bomb1, self,"bombmount_left");
655     setattachment(self.bomb2, self,"bombmount_right");
656     setattachment(self.tur_head, self,"root");
657
658
659     // FIXMODEL Guns mounts to angled bones
660     self.bomb1.angles = self.angles;
661     self.angles = '0 0 0';
662     // This messes up gun-aim, so work arround it.
663     //setattachment(self.gun1, self, "gunmount_left");
664     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
665     ofs -= self.origin;
666     setattachment(self.gun1, self, "");
667     setorigin(self.gun1, ofs);
668
669     //setattachment(self.gun2, self, "gunmount_right");
670     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
671     ofs -= self.origin;
672     setattachment(self.gun2, self, "");
673     setorigin(self.gun2, ofs);
674
675     self.angles = self.bomb1.angles;
676     self.bomb1.angles = '0 0 0';
677
678     spinner = spawn();
679     spinner.owner = self;
680     setmodel(spinner,"models/vehicles/spinner.dpm");
681     setattachment(spinner, self, "engine_left");
682     spinner.movetype = MOVETYPE_NOCLIP;
683     spinner.avelocity = '0 90 0';
684     self.bomb1.gun1 = spinner;
685
686     spinner = spawn();
687     spinner.owner = self;
688     setmodel(spinner,"models/vehicles/spinner.dpm");
689     setattachment(spinner, self, "engine_right");
690     spinner.movetype = MOVETYPE_NOCLIP;
691     spinner.avelocity = '0 -90 0';
692     self.bomb1.gun2 = spinner;
693
694     // Sigh.
695     self.bomb1.think = raptor_rotor_anglefix;
696     self.bomb1.nextthink = time;
697
698     self.mass               = 1 ;
699 }
700
701 void spawnfunc_vehicle_raptor()
702 {
703     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
704
705     self.vehicle_flags |= VHF_DMGSHAKE;
706     self.vehicle_flags |= VHF_DMGROLL;
707    
708     if(autocvar_g_vehicle_raptor_shield)
709         self.vehicle_flags |= VHF_HASSHIELD;
710
711     if(autocvar_g_vehicle_raptor_shield_regen)
712         self.vehicle_flags |= VHF_SHIELDREGEN;
713
714     if(autocvar_g_vehicle_raptor_health_regen)
715         self.vehicle_flags |= VHF_HEALTHREGEN;
716
717     if(autocvar_g_vehicle_raptor_energy_regen)
718         self.vehicle_flags |= VHF_ENERGYREGEN;
719
720     precache_model ("models/vehicles/raptor.dpm");
721     precache_model ("models/vehicles/raptor_gun.dpm");
722     precache_model ("models/vehicles/spinner.dpm");
723     precache_model ("models/vehicles/raptor_cockpit.dpm");
724     //precache_model ("models/vehicles/clusterbomb.md3");
725     precache_model ("models/vehicles/clusterbomb_folded.md3");
726     precache_model ("models/vehicles/raptor_body.dpm");
727     
728     precache_sound ("vehicles/raptor_fly.wav");
729     precache_sound ("vehicles/raptor_speed.wav");
730     
731     self.think = raptor_dinit;
732     
733     if(g_assault)
734         self.nextthink = time + 0.5;
735     else
736         self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
737 }
738 #endif // SVQC