2 #define RAPTOR_MIN '-80 -80 0'
3 #define RAPTOR_MAX '80 80 70'
5 float autocvar_g_vehicle_raptor_respawntime;
6 float autocvar_g_vehicle_raptor_takeofftime;
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;
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;
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;
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;
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;
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;
49 float autocvar_g_vehicle_raptor_energy;
50 float autocvar_g_vehicle_raptor_energy_regen;
51 float autocvar_g_vehicle_raptor_energy_regen_pause;
53 float autocvar_g_vehicle_raptor_health;
54 float autocvar_g_vehicle_raptor_health_regen;
55 float autocvar_g_vehicle_raptor_health_regen_pause;
57 float autocvar_g_vehicle_raptor_shield;
58 float autocvar_g_vehicle_raptor_shield_regen;
59 float autocvar_g_vehicle_raptor_shield_regen_pause;
61 float autocvar_g_vehicle_raptor_bouncefactor;
62 float autocvar_g_vehicle_raptor_bouncestop;
63 vector autocvar_g_vehicle_raptor_bouncepain;
67 float raptor_takeoff();
72 float raptor_altitude(float amax)
74 tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
75 return vlen(self.origin - trace_endpos);
79 void raptor_bomblet_boom()
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);
88 void raptor_bomblet_touch()
90 if(other == self.owner)
94 self.think = raptor_bomblet_boom;
95 self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
98 void raptor_bomb_burst()
101 if(autocvar_g_vehicle_raptor_bomblet_alt)
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))
107 UpdateCSQCProjectile(self);
115 Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
117 for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
120 setorigin(bomblet, self.origin);
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);
130 PROJECTILE_MAKETRIGGER(bomblet);
131 CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
137 void raptor_bombdrop()
139 entity bomb_1, bomb_2;
144 setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
145 setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
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;
153 if(autocvar_g_vehicle_raptor_bomblet_alt)
154 bomb_1.nextthink = bomb_2.nextthink = time;
156 bomb_1.nextthink = bomb_2.nextthink = time + autocvar_g_vehicle_raptor_bomblet_time;
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;
163 PROJECTILE_MAKETRIGGER(bomb_1);
164 PROJECTILE_MAKETRIGGER(bomb_2);
166 CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167 CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
171 void raptor_fire_cannon(entity gun, string tagname)
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);
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;
193 self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
196 if(self.owner.flagcarried)
197 setorigin(self.owner.flagcarried, '-20 0 96');
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;
212 self.frame = (hgt / 128) * 25;
214 self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
215 self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
219 self.movetype = MOVETYPE_TOSS;
220 self.think = raptor_think;
224 self.nextthink = time;
227 void raptor_exit(float eject)
230 self.tur_head.exteriormodeltoclient = world;
232 if(self.deadflag == DEAD_NO)
234 self.think = raptor_land;
235 self.nextthink = time;
241 makevectors(self.angles);
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;
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);
258 antilag_clear(self.owner);
262 float raptor_takeoff()
264 entity player, raptor;
267 raptor = self.vehicle;
269 if(self.sound_nexttime < time)
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);
276 if(raptor.frame < 25)
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;
284 setorigin(player, raptor.origin + '0 0 32');
287 player.PlayerPhysplug = raptor_frame;
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);
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);
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);
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);
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);
307 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
314 entity player, raptor;
318 if(intermission_running)
322 raptor = self.vehicle;
324 vehicles_painframe();
326 ftmp = vlen(self.velocity);
327 if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
330 ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
333 if(self.sound_nexttime < time)
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);
341 else if(fabs(ftmp - self.wait) > 0.2)
343 sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTN_NORM );
344 sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);
349 if(raptor.deadflag != DEAD_NO)
352 player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
355 crosshair_trace(player);
358 vang = raptor.angles;
359 df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
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;
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);
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;
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);
380 raptor.angles_x = anglemods(raptor.angles_x);
381 raptor.angles_y = anglemods(raptor.angles_y);
382 raptor.angles_z = anglemods(raptor.angles_z);
384 if(autocvar_g_vehicle_raptor_movestyle == 1)
385 makevectors('0 1 0' * raptor.angles_y);
387 makevectors(player.v_angle);
389 df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
391 if(player.movement_x != 0)
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;
399 if(player.movement_y != 0)
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;
406 raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
410 raptor.angles_z *= 0.95;
411 if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
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;
420 raptor.velocity += df * frametime;
421 player.velocity = player.movement = raptor.velocity;
422 setorigin(player, raptor.origin + '0 0 32');
425 // Target lock & predict
426 if(autocvar_g_vehicle_raptor_cannon_locktarget)
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);
433 if(self.lock_target != world)
434 if(autocvar_g_vehicle_raptor_cannon_predicttarget)
435 if(self.lock_strength == 1)
437 float i, distance, impact_time;
439 vf = real_origin(raptor.lock_target);
441 for(i = 0; i < 4; ++i)
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;
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);
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);
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);
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);
477 if(player.BUTTON_ATCK)
478 if(raptor.attack_finished_single <= time)
479 if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
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");
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;
493 raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
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);
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);
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);
507 if(time > raptor.delay)
508 if(player.BUTTON_ATCK2)
511 raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
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);
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);
523 player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
531 self.deadflag = DEAD_DEAD;
532 self.vehicle_exit(VHEF_NORMAL);
533 RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
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';
542 setorigin(self, self.pos1);
543 self.touch = SUB_Null;
547 void raptor_diethink()
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);
554 self.nextthink = time + 0.1;
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;
568 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
570 self.velocity_z += 600;
572 self.avelocity = '0 0.5 1' * (random() * 400);
573 self.avelocity -= '0 0.5 1' * (random() * 400);
575 self.colormod = '-0.5 -0.5 -0.5';
576 self.touch = raptor_blowup;
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);
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;
594 self.bomb1.gun1.avelocity_y = 90;
595 self.bomb1.gun2.avelocity_y = -90;
597 setsize(self, RAPTOR_MIN, RAPTOR_MAX );
600 self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
601 self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
602 self.vehicle_impact = raptor_impact;
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()
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;
619 if not (vehicle_initialize(
621 "models/vehicles/raptor.dpm",
623 "models/vehicles/raptor_cockpit.dpm",
624 "", "tag_hud", "tag_camera",
626 RAPTOR_MIN, RAPTOR_MAX,
628 raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
630 raptor_enter, raptor_exit,
631 raptor_die, raptor_think,
638 //FIXME: Camera is in a bad place in HUD model.
639 //setorigin(self.vehicle_viewport, '25 0 5');
643 self.bomb1 = spawn();
644 self.bomb2 = spawn();
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");
654 setattachment(self.bomb1, self,"bombmount_left");
655 setattachment(self.bomb2, self,"bombmount_right");
656 setattachment(self.tur_head, self,"root");
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"));
666 setattachment(self.gun1, self, "");
667 setorigin(self.gun1, ofs);
669 //setattachment(self.gun2, self, "gunmount_right");
670 ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
672 setattachment(self.gun2, self, "");
673 setorigin(self.gun2, ofs);
675 self.angles = self.bomb1.angles;
676 self.bomb1.angles = '0 0 0';
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;
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;
695 self.bomb1.think = raptor_rotor_anglefix;
696 self.bomb1.nextthink = time;
701 void spawnfunc_vehicle_raptor()
703 vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
705 self.vehicle_flags |= VHF_DMGSHAKE;
706 self.vehicle_flags |= VHF_DMGROLL;
708 if(autocvar_g_vehicle_raptor_shield)
709 self.vehicle_flags |= VHF_HASSHIELD;
711 if(autocvar_g_vehicle_raptor_shield_regen)
712 self.vehicle_flags |= VHF_SHIELDREGEN;
714 if(autocvar_g_vehicle_raptor_health_regen)
715 self.vehicle_flags |= VHF_HEALTHREGEN;
717 if(autocvar_g_vehicle_raptor_energy_regen)
718 self.vehicle_flags |= VHF_ENERGYREGEN;
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");
728 precache_sound ("vehicles/raptor_fly.wav");
729 precache_sound ("vehicles/raptor_speed.wav");
731 self.think = raptor_dinit;
734 self.nextthink = time + 0.5;
736 self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);