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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
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 float autocvar_g_vehicle_raptor_bouncefactor;
61 float autocvar_g_vehicle_raptor_bouncestop;
62 vector autocvar_g_vehicle_raptor_bouncepain;
63
64 void raptor_spawn();
65 float raptor_frame();
66 float raptor_takeoff();
67
68 .entity bomb1;
69 .entity bomb2;
70
71 float raptor_altitude(float amax)
72 {
73         tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self);
74     return vlen(self.origin - trace_endpos);
75 }
76
77
78 void raptor_bomblet_boom()
79 {
80     RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
81                                     autocvar_g_vehicle_raptor_bomblet_edgedamage,
82                                     autocvar_g_vehicle_raptor_bomblet_radius, world,
83                                     autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
84     remove(self);
85 }
86
87 void raptor_bomblet_touch()
88 {
89     if(other == self.owner)
90         return;
91
92     PROJECTILE_TOUCH;
93     self.think = raptor_bomblet_boom;
94     self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
95 }
96
97 void raptor_bomb_burst()
98 {
99     if(self.cnt > time)
100     if(autocvar_g_vehicle_raptor_bomblet_alt)
101     {
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) || (vlen(self.origin - self.owner.origin) < autocvar_g_vehicle_raptor_bomblet_radius))
105         {
106             UpdateCSQCProjectile(self);
107             return;
108         }
109     }
110
111     entity bomblet;
112     float i;
113
114     Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, self);
115
116     for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
117     {
118         bomblet = spawn();
119         setorigin(bomblet, self.origin);
120
121         bomblet.movetype    = MOVETYPE_TOSS;
122         bomblet.touch       = raptor_bomblet_touch;
123         bomblet.think       = raptor_bomblet_boom;
124         bomblet.nextthink   = time + 5;
125         bomblet.owner       = self.owner;
126         bomblet.realowner   = self.realowner;
127         bomblet.velocity    = normalize(normalize(self.velocity) + (randomvec() * autocvar_g_vehicle_raptor_bomblet_spread)) * vlen(self.velocity);
128
129         PROJECTILE_MAKETRIGGER(bomblet);
130         CSQCProjectile(bomblet, TRUE, PROJECTILE_RAPTORBOMBLET, TRUE);
131     }
132
133     remove(self);
134 }
135
136 void raptor_bombdrop()
137 {
138     entity bomb_1, bomb_2;
139
140     bomb_1 = spawn();
141     bomb_2 = spawn();
142
143     setorigin(bomb_1, gettaginfo(self, gettagindex(self, "bombmount_left")));
144     setorigin(bomb_2, gettaginfo(self, gettagindex(self, "bombmount_right")));
145
146     bomb_1.movetype     = bomb_2.movetype   = MOVETYPE_BOUNCE;
147     bomb_1.velocity     = bomb_2.velocity   = self.velocity;
148     bomb_1.touch        = bomb_2.touch      = raptor_bomb_burst;
149     bomb_1.think        = bomb_2.think      = raptor_bomb_burst;
150     bomb_1.cnt          = bomb_2.cnt        = time + 10;
151
152     if(autocvar_g_vehicle_raptor_bomblet_alt)
153         bomb_1.nextthink = bomb_2.nextthink  = time;
154     else
155         bomb_1.nextthink = bomb_2.nextthink  = time + autocvar_g_vehicle_raptor_bomblet_time;
156
157     bomb_1.owner     = bomb_2.owner      = self;
158     bomb_1.realowner = bomb_2.realowner  = self.owner;
159     bomb_1.solid     = bomb_2.solid      = SOLID_BBOX;
160     bomb_1.gravity   = bomb_2.gravity    = 1;
161
162     PROJECTILE_MAKETRIGGER(bomb_1);
163     PROJECTILE_MAKETRIGGER(bomb_2);
164
165     CSQCProjectile(bomb_1, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
166     CSQCProjectile(bomb_2, TRUE, PROJECTILE_RAPTORBOMB, TRUE);
167 }
168
169
170 void raptor_fire_cannon(entity gun, string tagname)
171 {
172     vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
173                            gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
174                            autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force,  0,
175                            DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE);
176 }
177
178 void raptor_think()
179 {
180 }
181
182 void raptor_enter()
183 {
184     self.owner.PlayerPhysplug = raptor_takeoff;
185     self.movetype       = MOVETYPE_BOUNCEMISSILE;
186     self.solid          = SOLID_SLIDEBOX;
187     self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health);
188     self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield);
189     self.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
190     self.tur_head.exteriormodeltoclient = self.owner;
191
192     self.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
193     self.lip   = time;
194
195     if(self.owner.flagcarried)
196        setorigin(self.owner.flagcarried, '-20 0 96');
197
198 }
199
200 void raptor_land()
201 {    
202     float hgt;
203         
204     hgt = raptor_altitude(512);    
205     self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
206     self.angles_x *= 0.95;
207     self.angles_z *= 0.95;
208
209     if(hgt < 128)
210     if(hgt > 0)
211         self.frame = (hgt / 128) * 25;
212
213     self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000);
214     self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
215
216     if(hgt < 16)
217     {
218         self.movetype = MOVETYPE_TOSS;
219         self.think    = raptor_think;
220         self.frame    = 0;
221     }
222
223     self.nextthink  = time;
224 }
225
226 void raptor_exit(float eject)
227 {
228     vector spot;
229     self.tur_head.exteriormodeltoclient = world;
230
231     if(self.deadflag == DEAD_NO)
232     {
233         self.think      = raptor_land;
234         self.nextthink  = time;
235     }
236
237     if not (self.owner)
238         return;
239
240         makevectors(self.angles);
241         if(eject)
242         {
243             spot = self.origin + v_forward * 100 + '0 0 64';
244             spot = vehicles_findgoodexit(spot);
245             setorigin(self.owner , spot);
246             self.owner.velocity = (v_up + v_forward * 0.25) * 750;
247         }
248         else
249         {
250             spot = self.origin - v_forward * 200 + '0 0 64';
251             spot = vehicles_findgoodexit(spot);
252             setorigin(self.owner , spot);
253         }
254         
255     self.owner = world;
256 }
257
258 float raptor_takeoff()
259 {
260     entity player, raptor;
261     
262     player = self;
263     raptor = self.vehicle;
264     self   = raptor;
265     if(self.sound_nexttime < time)
266     {        
267         self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
268         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTN_NORM);
269     }   
270
271     // Takeoff sequense
272     if(raptor.frame < 25)
273     {
274         raptor.frame += 0.25;
275         raptor.velocity_z = min(raptor.velocity_z * 1.5, 256);
276         self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000);
277         self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y;
278         player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
279
280         setorigin(player, raptor.origin + '0 0 32');
281     }
282     else
283         player.PlayerPhysplug = raptor_frame;
284
285     if(self.vehicle_flags  & VHF_SHIELDREGEN)
286         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);
287
288     if(self.vehicle_flags  & VHF_HEALTHREGEN)
289         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);
290
291     if(self.vehicle_flags  & VHF_ENERGYREGEN)
292         vehicles_regen(cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime);
293
294
295     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
296     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
297
298     VEHICLE_UPDATE_PLAYER(health, raptor);
299     VEHICLE_UPDATE_PLAYER(energy, raptor);
300     if(self.vehicle_flags & VHF_HASSHIELD)
301         VEHICLE_UPDATE_PLAYER(shield, raptor);
302
303     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
304     self = player;
305     return 1;
306 }
307
308 float raptor_frame()
309 {
310     entity player, raptor;
311     float ftmp, ftmp2;
312     vector df;
313     
314         if(intermission_running)
315                 return 1;
316
317     player = self;
318     raptor = self.vehicle;
319     self   = raptor;
320     vehicles_painframe();
321     /*
322     ftmp = vlen(self.velocity);
323     if(ftmp > autocvar_g_vehicle_raptor_speed_forward) 
324         ftmp = 1;
325     else  
326         ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
327     */
328         
329     if(self.sound_nexttime < time)
330     {        
331         self.sound_nexttime = time + 7.955812; 
332         //sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp,   ATTN_NORM );
333         sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTN_NORM);        
334         self.wait = ftmp;
335     }        
336     /*
337     else if(fabs(ftmp - self.wait) > 0.2)
338     {
339         sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp,   ATTN_NORM );
340         sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTN_NORM);        
341         self.wait = ftmp;
342     }
343     */
344     
345     if(raptor.deadflag != DEAD_NO)
346     {
347         self = player;
348         player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0;
349         return 1;
350     }
351     crosshair_trace(player);
352
353     vector vang;
354     vang = raptor.angles;
355     df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
356     vang_x *= -1;
357     df_x *= -1;
358     if(df_x > 180)  df_x -= 360;
359     if(df_x < -180) df_x += 360;
360     if(df_y > 180)  df_y -= 360;
361     if(df_y < -180) df_y += 360;
362
363     ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y);
364     if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
365     raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
366
367     // Pitch
368     ftmp = 0;
369     if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
370     else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
371
372     df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
373     ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
374     raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed);
375
376     raptor.angles_x = anglemods(raptor.angles_x);
377     raptor.angles_y = anglemods(raptor.angles_y);
378     raptor.angles_z = anglemods(raptor.angles_z);
379
380     if(autocvar_g_vehicle_raptor_movestyle == 1)
381         makevectors('0 1 0' * raptor.angles_y);
382     else
383         makevectors(player.v_angle);
384
385     df = raptor.velocity * -autocvar_g_vehicle_raptor_friction;
386
387     if(player.movement_x != 0)
388     {
389         if(player.movement_x > 0)
390             df += v_forward  * autocvar_g_vehicle_raptor_speed_forward;
391         else if(player.movement_x < 0)
392             df -= v_forward  * autocvar_g_vehicle_raptor_speed_forward;
393     }
394
395     if(player.movement_y != 0)
396     {
397         if(player.movement_y < 0)
398             df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
399         else if(player.movement_y > 0)
400             df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
401
402         raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
403     }
404     else
405     {
406         raptor.angles_z *= 0.95;
407         if(raptor.angles_z >= -1 && raptor.angles_z <= -1)
408             raptor.angles_z = 0;
409     }
410
411     if(player.BUTTON_CROUCH)
412         df -=   v_up * autocvar_g_vehicle_raptor_speed_down;
413     else if (player.BUTTON_JUMP)
414         df +=  v_up * autocvar_g_vehicle_raptor_speed_up;
415
416     raptor.velocity  += df * frametime;
417     player.velocity = player.movement  = raptor.velocity;
418     setorigin(player, raptor.origin + '0 0 32');
419
420     vector vf, ad;
421     // Target lock & predict
422     if(autocvar_g_vehicle_raptor_cannon_locktarget)
423     {
424
425         vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime,
426                              (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime,
427                              autocvar_g_vehicle_raptor_cannon_locked_time);
428
429         if(self.lock_target != world)
430         if(autocvar_g_vehicle_raptor_cannon_predicttarget)
431         if(self.lock_strength == 1)
432         {
433             float i, distance, impact_time;
434
435             vf = real_origin(raptor.lock_target);
436             ad = vf;
437             for(i = 0; i < 4; ++i)
438             {
439                 distance = vlen(ad - raptor.origin);
440                 impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
441                 ad = vf + raptor.lock_target.velocity * impact_time;
442             }
443             trace_endpos = ad;
444         }
445
446         if(self.lock_target)
447         {
448             if(raptor.lock_strength == 1)
449                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1);
450             else if(self.lock_strength > 0.5)
451                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1);
452             else if(self.lock_strength < 0.5)
453                 UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1);
454         }
455     }
456
457     // Aim the gunz
458     ftmp2 = autocvar_g_vehicle_raptor_cannon_turnspeed * frametime;
459     ftmp = -ftmp2;
460
461     // Gun1
462     df = gettaginfo(raptor.gun1, gettagindex(raptor.gun1, "fire1"));
463     //ad = df;
464     //vf = v_forward;
465     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle    
466     df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun1.angles;
467     df = shortangle_vxy(df, raptor.gun1.angles);
468         
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     // Gun2
477     df = gettaginfo(raptor.gun2, gettagindex(raptor.gun2, "fire1"));
478     //ad += df;
479     //vf += v_forward;
480     df = vectoangles(normalize(trace_endpos - df)); // Find the direction & angle    
481     df = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(raptor.angles), AnglesTransform_FromAngles(df))) - raptor.gun2.angles;
482     df = shortangle_vxy(df, raptor.gun2.angles);
483     
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     raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
537     player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
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     player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
545     return 1;
546 }
547
548 void raptor_blowup()
549 {
550     self.deadflag    = DEAD_DEAD;
551     self.vehicle_exit(VHEF_NORMAL);
552     RadiusDamage (self, self, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
553
554     self.alpha          = -1;
555     self.movetype       = MOVETYPE_NONE;
556     self.effects        = EF_NODRAW;
557     self.colormod       = '0 0 0';
558     self.avelocity      = '0 0 0';
559     self.velocity       = '0 0 0';
560
561     setorigin(self, self.pos1);
562     self.touch = SUB_Null;
563     self.nextthink = 0;
564 }
565
566 void raptor_diethink()
567 {
568     if(random() < 0.1)
569     {
570         sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
571         pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
572     }
573     self.nextthink = time + 0.1;
574 }
575
576 void raptor_die()
577 {
578     self.health       = 0;
579     self.event_damage = SUB_Null;
580     self.solid        = SOLID_CORPSE;
581     self.takedamage   = DAMAGE_NO;
582     self.deadflag     = DEAD_DYING;
583     self.movetype     = MOVETYPE_BOUNCE;
584     self.think        = raptor_diethink;
585     self.nextthink    = time;
586     
587     pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
588
589     self.velocity_z += 600;
590
591     self.avelocity = '0 0.5 1' * (random() * 400);
592     self.avelocity -= '0 0.5 1' * (random() * 400);
593
594     self.colormod = '-0.5 -0.5 -0.5';
595         self.touch     = raptor_blowup;
596 }
597
598 void raptor_worldimpact()
599 {
600     if(self.play_time < time)
601     if(autocvar_g_vehicle_raptor_bouncepain_x)
602         vehilces_worldimpact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z);
603 }
604
605 void raptor_spawn()
606 {
607     self.frame          = 0;
608     self.vehicle_health = autocvar_g_vehicle_raptor_health;
609     self.vehicle_shield = autocvar_g_vehicle_raptor_shield;
610     self.movetype       = MOVETYPE_TOSS;
611     self.solid          = SOLID_SLIDEBOX;
612     self.vehicle_energy = 1;
613
614     self.bomb1.gun1.avelocity_y = 90;
615     self.bomb1.gun2.avelocity_y = -90;
616
617     setsize(self, RAPTOR_MIN, RAPTOR_MAX );
618     self.delay = time;
619         
620     self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
621     self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;    
622     self.vehicle_worldimpact = raptor_worldimpact;    
623 }
624
625 // If we dont do this ever now and then, the raptors rotors
626 // stop working, presumably due to angle overflow. cute.
627 void raptor_rotor_anglefix()
628 {
629     self.gun1.angles_y = anglemods(self.gun1.angles_y);
630     self.gun2.angles_y = anglemods(self.gun2.angles_y);
631     self.nextthink = time + 15;
632 }
633
634 void raptor_dinit()
635 {
636     entity spinner;
637     vector ofs;
638
639     if not (vehicle_initialize(
640              "Raptor",
641              "models/vehicles/raptor.dpm",
642              "",
643              "models/vehicles/raptor_cockpit.dpm",
644              "", "tag_hud", "tag_camera",
645              HUD_RAPTOR,
646              RAPTOR_MIN, RAPTOR_MAX,
647              FALSE,
648              raptor_spawn, autocvar_g_vehicle_raptor_respawntime,
649              raptor_frame,
650              raptor_enter, raptor_exit,
651              raptor_die,   raptor_think,
652              FALSE))
653     {
654         remove(self);
655         return;
656     }
657
658     //FIXME: Camera is in a bad place in HUD model.
659     //setorigin(self.vehicle_viewport, '25 0 5');
660
661     self.frame = 0;
662
663     self.bomb1 = spawn();
664     self.bomb2 = spawn();
665     self.gun1  = spawn();
666     self.gun2  = spawn();
667
668     setmodel(self.bomb1,"models/vehicles/clusterbomb_folded.md3");
669     setmodel(self.bomb2,"models/vehicles/clusterbomb_folded.md3");
670     setmodel(self.gun1, "models/vehicles/raptor_gun.dpm");
671     setmodel(self.gun2, "models/vehicles/raptor_gun.dpm");
672     setmodel(self.tur_head, "models/vehicles/raptor_body.dpm");
673
674     setattachment(self.bomb1, self,"bombmount_left");
675     setattachment(self.bomb2, self,"bombmount_right");
676     setattachment(self.tur_head, self,"root");
677
678
679     // FIXME Guns mounts to angled bones
680     self.bomb1.angles = self.angles;
681     self.angles = '0 0 0';
682     // This messes up gun-aim, so work arround it.
683     //setattachment(self.gun1, self, "gunmount_left");
684     ofs = gettaginfo(self, gettagindex(self, "gunmount_left"));
685     ofs -= self.origin;
686     setattachment(self.gun1, self, "");
687     setorigin(self.gun1, ofs);
688
689     //setattachment(self.gun2, self, "gunmount_right");
690     ofs = gettaginfo(self, gettagindex(self, "gunmount_right"));
691     ofs -= self.origin;
692     setattachment(self.gun2, self, "");
693     setorigin(self.gun2, ofs);
694
695     self.angles = self.bomb1.angles;
696     self.bomb1.angles = '0 0 0';
697
698     spinner = spawn();
699     spinner.owner = self;
700     setmodel(spinner,"models/vehicles/spinner.dpm");
701     setattachment(spinner, self, "engine_left");
702     spinner.movetype = MOVETYPE_NOCLIP;
703     spinner.avelocity = '0 90 0';
704     self.bomb1.gun1 = spinner;
705
706     spinner = spawn();
707     spinner.owner = self;
708     setmodel(spinner,"models/vehicles/spinner.dpm");
709     setattachment(spinner, self, "engine_right");
710     spinner.movetype = MOVETYPE_NOCLIP;
711     spinner.avelocity = '0 -90 0';
712     self.bomb1.gun2 = spinner;
713
714     // Sigh.
715     self.bomb1.think = raptor_rotor_anglefix;
716     self.bomb1.nextthink = time;
717
718     self.mass               = 1 ;
719 }
720
721 void spawnfunc_vehicle_raptor()
722 {
723     vehicles_configcheck("vehicle_raptor.cfg", autocvar_g_vehicle_raptor_health);
724
725     self.vehicle_flags |= VHF_DMGSHAKE;
726     self.vehicle_flags |= VHF_DMGROLL;
727    
728     if(autocvar_g_vehicle_raptor_shield)
729         self.vehicle_flags |= VHF_HASSHIELD;
730
731     if(autocvar_g_vehicle_raptor_shield_regen)
732         self.vehicle_flags |= VHF_SHIELDREGEN;
733
734     if(autocvar_g_vehicle_raptor_health_regen)
735         self.vehicle_flags |= VHF_HEALTHREGEN;
736
737     if(autocvar_g_vehicle_raptor_energy_regen)
738         self.vehicle_flags |= VHF_ENERGYREGEN;
739
740     precache_model ("models/vehicles/raptor.dpm");
741     precache_model ("models/vehicles/raptor_gun.dpm");
742     precache_model ("models/vehicles/spinner.dpm");
743     precache_model ("models/vehicles/raptor_cockpit.dpm");
744     //precache_model ("models/vehicles/clusterbomb.md3");
745     precache_model ("models/vehicles/clusterbomb_folded.md3");
746     precache_model ("models/vehicles/raptor_body.dpm");
747     
748     precache_sound ("vehicles/raptor_fly.wav");
749     precache_sound ("vehicles/raptor_speed.wav");
750     
751     self.think = raptor_dinit;
752     
753     if(g_assault)
754         self.nextthink = time + 0.5;
755     else
756         self.nextthink = time + (autocvar_g_vehicles_delayspawn ? autocvar_g_vehicle_raptor_respawntime + (random() * autocvar_g_vehicles_delayspawn_jitter) : 0.5);
757 }
758 #endif // SVQC