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Merge remote branch 'origin/master' into samual/hagar_secondary_autorelease
[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
7 float autocvar_g_vehicle_raptor_movestyle;
8 float autocvar_g_vehicle_raptor_turnspeed;
9 float autocvar_g_vehicle_raptor_pitchspeed;
10 float autocvar_g_vehicle_raptor_pitchlimit;
11
12 float autocvar_g_vehicle_raptor_speed_forward;
13 float autocvar_g_vehicle_raptor_speed_strafe;
14 float autocvar_g_vehicle_raptor_speed_up;
15 float autocvar_g_vehicle_raptor_speed_down;
16 float autocvar_g_vehicle_raptor_friction;
17
18 float autocvar_g_vehicle_raptor_bomblets;
19 float autocvar_g_vehicle_raptor_bomblet_alt;
20 float autocvar_g_vehicle_raptor_bomblet_time;
21 float autocvar_g_vehicle_raptor_bomblet_damage;
22 float autocvar_g_vehicle_raptor_bomblet_spread;
23 float autocvar_g_vehicle_raptor_bomblet_edgedamage;
24 float autocvar_g_vehicle_raptor_bomblet_radius;
25 float autocvar_g_vehicle_raptor_bomblet_force;
26 float autocvar_g_vehicle_raptor_bomblet_explode_delay;
27 float autocvar_g_vehicle_raptor_bombs_refire;
28
29 float autocvar_g_vehicle_raptor_cannon_turnspeed;
30 float autocvar_g_vehicle_raptor_cannon_turnlimit;
31 float autocvar_g_vehicle_raptor_cannon_pitchlimit_up;
32 float autocvar_g_vehicle_raptor_cannon_pitchlimit_down;
33
34 float autocvar_g_vehicle_raptor_cannon_locktarget;
35 float autocvar_g_vehicle_raptor_cannon_locking_time;
36 float autocvar_g_vehicle_raptor_cannon_locking_releasetime;
37 float autocvar_g_vehicle_raptor_cannon_locked_time;
38 float autocvar_g_vehicle_raptor_cannon_predicttarget;
39
40 float autocvar_g_vehicle_raptor_cannon_cost;
41 float autocvar_g_vehicle_raptor_cannon_damage;
42 float autocvar_g_vehicle_raptor_cannon_radius;
43 float autocvar_g_vehicle_raptor_cannon_refire;
44 float autocvar_g_vehicle_raptor_cannon_speed;
45 float autocvar_g_vehicle_raptor_cannon_spread;
46 float autocvar_g_vehicle_raptor_cannon_force;
47
48 float autocvar_g_vehicle_raptor_energy;
49 float autocvar_g_vehicle_raptor_energy_regen;
50 float autocvar_g_vehicle_raptor_energy_regen_pause;
51
52 float autocvar_g_vehicle_raptor_health;
53 float autocvar_g_vehicle_raptor_health_regen;
54 float autocvar_g_vehicle_raptor_health_regen_pause;
55
56 float autocvar_g_vehicle_raptor_shield;
57 float autocvar_g_vehicle_raptor_shield_regen;
58 float autocvar_g_vehicle_raptor_shield_regen_pause;
59
60 void raptor_spawn();
61 float raptor_frame();
62 float raptor_takeoff();
63
64 .entity bomb1;
65 .entity bomb2;
66
67 float raptor_altitude(float amax)
68 {
69         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), TRUE, self);
70     return vlen(self.origin - trace_endpos);
71 }
72
73
74 void raptor_bomblet_boom()
75 {
76     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
77                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
78                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
79                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
80     remove(self);
81 }
82
83 void raptor_bomblet_touch()
84 {
85     if(other == self.owner)
86         return;
87
88     PROJECTILE_TOUCH;
89     self.think = raptor_bomblet_boom;
90     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
91 }
92
93 void raptor_bomb_burst()
94 {
95     if(self.cnt > time)
96     if(autocvar_g_vehicle_raptor_bomblet_alt)
97     {
98         self.nextthink = time;
99         traceline(self.origin, self.origin + (normalize(self.velocity) * autocvar_g_vehicle_raptor_bomblet_alt), MOVE_NORMAL, self);
100         if((trace_fraction == 1.0) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
101         {
102             UpdateCSQCProjectile(self);
103             return;
104         }
105     }
106
107     entity bomblet;
108     float i;
109
110     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
111
112     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
113     {
114         bomblet = spawn();
115         setorigin(bomblet, self.origin);
116
117         bomblet.movetype    = MOVETYPE_TOSS;
118         bomblet.touch       = raptor_bomblet_touch;
119         bomblet.think       = raptor_bomblet_boom;
120         bomblet.nextthink   = time + 5;
121         bomblet.owner       = self.owner;
122         bomblet.realowner   = self.realowner;
123         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
124
125         PROJECTILE_MAKETRIGGER(bomblet);
126         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
127     }
128
129     remove(self);
130 }
131
132 void raptor_bombdrop()
133 {
134     entity bomb_1, bomb_2;
135
136     bomb_1 = spawn();
137     bomb_2 = spawn();
138
139     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
140     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
141
142     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
143     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
144     bomb_1.touch        = bomb_2.touch      = raptor_bomb_burst;
145     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
146     bomb_1.cnt          = bomb_2.cnt        = time + 10;
147
148     if(autocvar_g_vehicle_raptor_bomblet_alt)
149         bomb_1.nextthink = bomb_2.nextthink  = time;
150     else
151         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
152
153     bomb_1.owner     = bomb_2.owner      = self;
154     bomb_1.realowner = bomb_2.realowner  = self.owner;
155     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
156     bomb_1.gravity   = bomb_2.gravity    = 1;
157
158     PROJECTILE_MAKETRIGGER(bomb_1);
159     PROJECTILE_MAKETRIGGER(bomb_2);
160
161     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
162     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
163 }
164
165
166 void raptor_fire_cannon(entity gun, string tagname)
167 {
168     vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
169                            gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
170                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
171                            DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
172 }
173
174 void raptor_think()
175 {
176 }
177
178 void raptor_enter()
179 {
180     self.owner.PlayerPhysplug = raptor_takeoff;
181     self.movetype       = MOVETYPE_BOUNCEMISSILE;
182     self.solid          = SOLID_SLIDEBOX;
183     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
184     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
185     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
186     self.tur_head.exteriormodeltoclient = self.owner;
187
188     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
189     self.lip   = time;
190
191     if(self.owner.flagcarried)
192        setorigin(self.owner.flagcarried, '-20 0 96');
193
194 }
195
196 void raptor_land()
197 {
198
199     float hgt;
200     
201     hgt = raptor_altitude(512);
202     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
203     self.angles_x *= 0.95;
204     self.angles_z *= 0.95;
205
206     if(hgt < 128)
207         if(self.frame != 0)
208             self.frame = max(self.frame - 0.25, 0);
209
210     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
211     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
212
213     if(hgt < 16)
214     {
215         self.movetype   = MOVETYPE_TOSS;
216         self.think      = raptor_think;
217     }
218
219     self.nextthink  = time;
220 }
221
222 void raptor_exit(float eject)
223 {
224     vector spot;
225     self.tur_head.exteriormodeltoclient = world;
226
227     if(self.deadflag == DEAD_NO)
228     {
229         self.think      = raptor_land;
230         self.nextthink  = time;
231     }
232
233     if not (self.owner)
234         return;
235
236         makevectors(self.angles);
237         if(eject)
238         {
239             spot = self.origin + v_forward * 100 + '0 0 64';
240             spot = vehicles_findgoodexit(spot);
241             setorigin(self.owner , spot);
242             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
243         }
244         else
245         {
246             spot = self.origin - v_forward * 200 + '0 0 64';
247             spot = vehicles_findgoodexit(spot);
248             setorigin(self.owner , spot);
249         }
250         
251     self.owner = world;
252 }
253
254 float raptor_takeoff()
255 {
256     entity player, raptor;
257     
258     player = self;
259     raptor = self.vehicle;
260     self   = raptor;
261     if(self.sound_nexttime < time)
262     {        
263         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
264         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
265     }   
266
267     // Takeoff sequense
268     if(raptor.frame < 25)
269     {
270         raptor.frame += 0.25;
271         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
272         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
273         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
274         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
275
276         setorigin(player, raptor.origin + '0 0 32');
277     }
278     else
279         player.PlayerPhysplug = raptor_frame;
280
281     if(self.vehicle_flags  & VHF_SHIELDREGEN)
282         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);
283
284     if(self.vehicle_flags  & VHF_HEALTHREGEN)
285         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);
286
287     if(self.vehicle_flags  & VHF_ENERGYREGEN)
288         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
289
290
291     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
292     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
293
294     VEHICLE_UPDATE_PLAYER(health, raptor);
295     VEHICLE_UPDATE_PLAYER(energy, raptor);
296     if(self.vehicle_flags & VHF_HASSHIELD)
297         VEHICLE_UPDATE_PLAYER(shield, raptor);
298
299     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
300     self = player;
301     return 1;
302 }
303
304 float raptor_frame()
305 {
306     entity player, raptor;
307     float ftmp, ftmp2;
308     vector df;
309     
310         if(intermission_running)
311                 return 1;
312
313     player = self;
314     raptor = self.vehicle;
315     self   = raptor;
316     vehicles_painframe();
317     /*
318     ftmp = vlen(self.velocity);
319     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
320         ftmp = 1;
321     else  
322         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
323     */
324         
325     if(self.sound_nexttime < time)
326     {        
327         self.sound_nexttime = time + 7.955812; 
328         //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
329         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
330         self.wait = ftmp;
331     }        
332     /*
333     else if(fabs(ftmp - self.wait) > 0.2)
334     {
335         sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp,   ATTN_NORM );
336         sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);        
337         self.wait = ftmp;
338     }
339     */
340     
341     if(raptor.deadflag != DEAD_NO)
342     {
343         self = player;
344         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
345         return 1;
346     }
347     crosshair_trace(player);
348
349     vector vang;
350     vang = raptor.angles;
351     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
352     vang_x *= -1;
353     df_x *= -1;
354     if(df_x > 180)  df_x -= 360;
355     if(df_x < -180) df_x += 360;
356     if(df_y > 180)  df_y -= 360;
357     if(df_y < -180) df_y += 360;
358
359     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
360     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
361     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
362
363     // Pitch
364     ftmp = 0;
365     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
366     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
367
368     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
369     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
370     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
371
372     raptor.angles_x = anglemods(raptor.angles_x);
373     raptor.angles_y = anglemods(raptor.angles_y);
374     raptor.angles_z = anglemods(raptor.angles_z);
375
376     if(autocvar_g_vehicle_raptor_movestyle == 1)
377         makevectors('0 1 0' * raptor.angles_y);
378     else
379         makevectors(player.v_angle);
380
381     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
382
383     if(player.movement_x != 0)
384     {
385         if(player.movement_x > 0)
386             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
387         else if(player.movement_x < 0)
388             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
389     }
390
391     if(player.movement_y != 0)
392     {
393         if(player.movement_y < 0)
394             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
395         else if(player.movement_y > 0)
396             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
397
398         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
399     }
400     else
401     {
402         raptor.angles_z *= 0.95;
403         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
404             raptor.angles_z = 0;
405     }
406
407     if(player.BUTTON_CROUCH)
408         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
409     else if (player.BUTTON_JUMP)
410         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
411
412     raptor.velocity  += df * frametime;
413     player.velocity = player.movement  = raptor.velocity;
414     setorigin(player, raptor.origin + '0 0 32');
415
416     vector vf, ad;
417     // Target lock & predict
418     if(autocvar_g_vehicle_raptor_cannon_locktarget)
419     {
420
421         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
422                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
423                              autocvar_g_vehicle_raptor_cannon_locked_time);
424
425         if(self.lock_target != world)
426         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
427         if(self.lock_strength == 1)
428         {
429             float i, distance, impact_time;
430
431             vf = real_origin(raptor.lock_target);
432             ad = vf;
433             for(i = 0; i < 4; ++i)
434             {
435                 distance = vlen(ad - raptor.origin);
436                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
437                 ad = vf + raptor.lock_target.velocity * impact_time;
438             }
439             trace_endpos = ad;
440         }
441
442         if(self.lock_target)
443         {
444             if(raptor.lock_strength == 1)
445                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
446             else if(self.lock_strength > 0.5)
447                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
448             else if(self.lock_strength < 0.5)
449                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
450         }
451     }
452
453     // Aim the gunz
454     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
455     ftmp = -ftmp2;
456
457     // Gun1
458     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
459     //ad = df;
460     //vf = v_forward;
461     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle    
462     df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
463     df = shortangle_vxy(df, raptor.gun1.angles);
464         
465     // Bind to aimspeed
466     df_x = bound(ftmp, df_x, ftmp2);
467     df_y = bound(ftmp, df_y, ftmp2);
468     // Bind to limts
469     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);
470     raptor.gun1.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun1.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
471
472     // Gun2
473     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
474     //ad += df;
475     //vf += v_forward;
476     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle    
477     df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
478     df = shortangle_vxy(df, raptor.gun2.angles);
479     
480     // Bind to aimspeed
481     df_x = bound(ftmp, df_x, ftmp2);
482     df_y = bound(ftmp, df_y, ftmp2);
483     // Bind to limts
484     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);
485     raptor.gun2.angles_y = bound(-autocvar_g_vehicle_raptor_cannon_turnlimit,  df_y + raptor.gun2.angles_y, autocvar_g_vehicle_raptor_cannon_turnlimit);
486
487     /*
488     ad = ad * 0.5;
489     v_forward = vf * 0.5;
490     traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
491     UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
492     */
493     
494     if(player.BUTTON_ATCK)
495     if(raptor.attack_finished_single <= time)
496     if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
497     {
498         raptor.misc_bulletcounter += 1;
499         raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
500         if(raptor.misc_bulletcounter <= 2)
501             raptor_fire_cannon(self.gun1, "fire1");
502         else if(raptor.misc_bulletcounter == 3)
503             raptor_fire_cannon(self.gun2, "fire1");
504         else
505         {
506             raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
507             raptor_fire_cannon(self.gun2, "fire1");
508             raptor.misc_bulletcounter = 0;
509         }
510         raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
511         self.cnt = time;
512     }
513
514     if(self.vehicle_flags  & VHF_SHIELDREGEN)
515         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);
516
517     if(self.vehicle_flags  & VHF_HEALTHREGEN)
518         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);
519
520     if(self.vehicle_flags  & VHF_ENERGYREGEN)
521         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
522
523
524     if(time > raptor.delay)
525     if(player.BUTTON_ATCK2)
526     {
527         raptor_bombdrop();
528         raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
529         raptor.lip   = time;
530     }
531
532     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
533     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
534
535     VEHICLE_UPDATE_PLAYER(health, raptor);
536     VEHICLE_UPDATE_PLAYER(energy, raptor);
537     if(self.vehicle_flags & VHF_HASSHIELD)
538         VEHICLE_UPDATE_PLAYER(shield, raptor);
539
540     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
541     return 1;
542 }
543
544 void raptor_blowup()
545 {
546     self.deadflag    = DEAD_DEAD;
547     self.vehicle_exit(VHEF_NORMAL);
548     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
549
550     self.alpha          = -1;
551     self.movetype       = MOVETYPE_NONE;
552     self.effects        = EF_NODRAW;
553     self.colormod       = '0 0 0';
554     self.avelocity      = '0 0 0';
555     self.velocity       = '0 0 0';
556
557     setorigin(self, self.pos1);
558     self.touch = SUB_Null;
559     self.nextthink = 0;
560 }
561
562 void raptor_diethink()
563 {
564     if(random() < 0.1)
565     {
566         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
567         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
568     }
569     self.nextthink = time + 0.1;
570 }
571
572 void raptor_die()
573 {
574     self.health       = 0;
575     self.event_damage = SUB_Null;
576     self.solid        = SOLID_CORPSE;
577     self.takedamage   = DAMAGE_NO;
578     self.deadflag     = DEAD_DYING;
579     self.movetype     = MOVETYPE_BOUNCE;
580     self.think        = raptor_diethink;
581     self.nextthink    = time;
582     
583     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
584
585     self.velocity_z += 600;
586
587     self.avelocity = '0 0.5 1' * (random() * 400);
588     self.avelocity -= '0 0.5 1' * (random() * 400);
589
590     self.colormod = '-0.5 -0.5 -0.5';
591         self.touch     = raptor_blowup;
592 }
593
594 void raptor_spawn()
595 {
596     self.frame          = 0;
597     self.vehicle_health = autocvar_g_vehicle_raptor_health;
598     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
599     self.movetype       = MOVETYPE_TOSS;
600     self.solid          = SOLID_SLIDEBOX;
601     self.vehicle_energy = 1;
602
603     self.bomb1.gun1.avelocity_y = 90;
604     self.bomb1.gun2.avelocity_y = -90;
605
606     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
607     self.delay = time;
608 }
609
610 // If we dont do this ever now and then, the raptors rotors
611 // stop working, presumably due to angle overflow. cute.
612 void raptor_rotor_anglefix()
613 {
614     self.gun1.angles_y = anglemods(self.gun1.angles_y);
615     self.gun2.angles_y = anglemods(self.gun2.angles_y);
616     self.nextthink = time + 15;
617 }
618
619 void raptor_dinit()
620 {
621     entity spinner;
622     vector ofs;
623
624     if not (vehicle_initialize(
625              "Raptor",
626              "models/vehicles/raptor.dpm",
627              "",
628              "models/vehicles/raptor_cockpit.dpm",
629              "", "tag_hud", "tag_camera",
630              HUD_RAPTOR,
631              RAPTOR_MIN, RAPTOR_MAX,
632              FALSE,
633              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
634              raptor_frame,
635              raptor_enter, raptor_exit,
636              raptor_die,   raptor_think,
637              FALSE))
638     {
639         remove(self);
640         return;
641     }
642
643     //FIXME: Camera is in a bad place in HUD model.
644     //setorigin(self.vehicle_viewport, '25 0 5');
645
646     self.frame = 0;
647
648     self.bomb1 = spawn();
649     self.bomb2 = spawn();
650     self.gun1  = spawn();
651     self.gun2  = spawn();
652
653     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
654     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
655     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
656     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
657     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
658
659     setattachment(self.bomb1, self,"bombmount_left");
660     setattachment(self.bomb2, self,"bombmount_right");
661     setattachment(self.tur_head, self,"root");
662
663
664     // FIXME Guns mounts to angled bones
665     self.bomb1.angles = self.angles;
666     self.angles = '0 0 0';
667     // This messes up gun-aim, so work arround it.
668     //setattachment(self.gun1, self, "gunmount_left");
669     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
670     ofs -= self.origin;
671     setattachment(self.gun1, self, "");
672     setorigin(self.gun1, ofs);
673
674     //setattachment(self.gun2, self, "gunmount_right");
675     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
676     ofs -= self.origin;
677     setattachment(self.gun2, self, "");
678     setorigin(self.gun2, ofs);
679
680     self.angles = self.bomb1.angles;
681     self.bomb1.angles = '0 0 0';
682
683     spinner = spawn();
684     spinner.owner = self;
685     setmodel(spinner,"models/vehicles/spinner.dpm");
686     setattachment(spinner, self, "engine_left");
687     spinner.movetype = MOVETYPE_NOCLIP;
688     spinner.avelocity = '0 90 0';
689     self.bomb1.gun1 = spinner;
690
691     spinner = spawn();
692     spinner.owner = self;
693     setmodel(spinner,"models/vehicles/spinner.dpm");
694     setattachment(spinner, self, "engine_right");
695     spinner.movetype = MOVETYPE_NOCLIP;
696     spinner.avelocity = '0 -90 0';
697     self.bomb1.gun2 = spinner;
698
699     // Sigh.
700     self.bomb1.think = raptor_rotor_anglefix;
701     self.bomb1.nextthink = time;
702
703     self.mass               = 1 ;
704 }
705
706 void spawnfunc_vehicle_raptor()
707 {
708     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
709
710     self.vehicle_flags |= VHF_DMGSHAKE;
711     self.vehicle_flags |= VHF_DMGROLL;
712    
713     if(autocvar_g_vehicle_raptor_shield)
714         self.vehicle_flags |= VHF_HASSHIELD;
715
716     if(autocvar_g_vehicle_raptor_shield_regen)
717         self.vehicle_flags |= VHF_SHIELDREGEN;
718
719     if(autocvar_g_vehicle_raptor_health_regen)
720         self.vehicle_flags |= VHF_HEALTHREGEN;
721
722     if(autocvar_g_vehicle_raptor_energy_regen)
723         self.vehicle_flags |= VHF_ENERGYREGEN;
724
725     precache_model ("models/vehicles/raptor.dpm");
726     precache_model ("models/vehicles/raptor_gun.dpm");
727     precache_model ("models/vehicles/spinner.dpm");
728     precache_model ("models/vehicles/raptor_cockpit.dpm");
729     //precache_model ("models/vehicles/clusterbomb.md3");
730     precache_model ("models/vehicles/clusterbomb_folded.md3");
731     precache_model ("models/vehicles/raptor_body.dpm");
732     
733     precache_sound ("vehicles/raptor_fly.wav");
734     precache_sound ("vehicles/raptor_speed.wav");
735     
736     self.think = raptor_dinit;
737     
738     if(g_assault)
739         self.nextthink = time + 0.5;
740     else
741         self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
742 }
743 #endif // SVQC