#ifndef VEHICLE_RAPTOR #define VEHICLE_RAPTOR #include "raptor.qh" #include "raptor_weapons.qc" CLASS(Raptor, Vehicle) /* spawnflags */ ATTRIB(Raptor, spawnflags, int, VHF_DMGSHAKE | VHF_DMGROLL); /* mins */ ATTRIB(Raptor, mins, vector, '-80 -80 0'); /* maxs */ ATTRIB(Raptor, maxs, vector, '80 80 70'); /* model */ ATTRIB(Raptor, mdl, string, "models/vehicles/raptor.dpm"); /* model */ ATTRIB(Raptor, model, string, "models/vehicles/raptor.dpm"); /* head_model */ ATTRIB(Raptor, head_model, string, ""); /* hud_model */ ATTRIB(Raptor, hud_model, string, "models/vehicles/raptor_cockpit.dpm"); /* tags */ ATTRIB(Raptor, tag_head, string, ""); /* tags */ ATTRIB(Raptor, tag_hud, string, "tag_hud"); /* tags */ ATTRIB(Raptor, tag_hview, string, "tag_camera"); /* netname */ ATTRIB(Raptor, netname, string, "raptor"); /* fullname */ ATTRIB(Raptor, vehicle_name, string, _("Raptor")); /* icon */ ATTRIB(Raptor, m_icon, string, "vehicle_raptor"); ENDCLASS(Raptor) REGISTER_VEHICLE(RAPTOR, NEW(Raptor)); #endif #ifdef IMPLEMENTATION #include "raptor_weapons.qc" #ifdef SVQC bool autocvar_g_vehicle_raptor; float autocvar_g_vehicle_raptor_respawntime; float autocvar_g_vehicle_raptor_takeofftime; float autocvar_g_vehicle_raptor_movestyle; float autocvar_g_vehicle_raptor_turnspeed; float autocvar_g_vehicle_raptor_pitchspeed; float autocvar_g_vehicle_raptor_pitchlimit; float autocvar_g_vehicle_raptor_speed_forward; float autocvar_g_vehicle_raptor_speed_strafe; float autocvar_g_vehicle_raptor_speed_up; float autocvar_g_vehicle_raptor_speed_down; float autocvar_g_vehicle_raptor_friction; float autocvar_g_vehicle_raptor_cannon_turnspeed; float autocvar_g_vehicle_raptor_cannon_turnlimit; float autocvar_g_vehicle_raptor_cannon_pitchlimit_up; float autocvar_g_vehicle_raptor_cannon_pitchlimit_down; float autocvar_g_vehicle_raptor_cannon_locktarget; float autocvar_g_vehicle_raptor_cannon_locking_time; float autocvar_g_vehicle_raptor_cannon_locking_releasetime; float autocvar_g_vehicle_raptor_cannon_locked_time; float autocvar_g_vehicle_raptor_cannon_predicttarget; float autocvar_g_vehicle_raptor_energy; float autocvar_g_vehicle_raptor_energy_regen; float autocvar_g_vehicle_raptor_energy_regen_pause; float autocvar_g_vehicle_raptor_health; float autocvar_g_vehicle_raptor_health_regen; float autocvar_g_vehicle_raptor_health_regen_pause; float autocvar_g_vehicle_raptor_shield; float autocvar_g_vehicle_raptor_shield_regen; float autocvar_g_vehicle_raptor_shield_regen_pause; float autocvar_g_vehicle_raptor_bouncefactor; float autocvar_g_vehicle_raptor_bouncestop; vector autocvar_g_vehicle_raptor_bouncepain; .entity bomb1; .entity bomb2; float raptor_altitude(float amax) {SELFPARAM(); tracebox(self.origin, self.mins, self.maxs, self.origin - ('0 0 1' * amax), MOVE_WORLDONLY, self); return vlen(self.origin - trace_endpos); } void raptor_land() {SELFPARAM(); float hgt; hgt = raptor_altitude(512); self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); self.angles_x *= 0.95; self.angles_z *= 0.95; if(hgt < 128) if(hgt > 0) self.frame = (hgt / 128) * 25; self.bomb1.gun1.avelocity_y = 90 + ((self.frame / 25) * 2000); self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y; if(hgt < 16) { self.movetype = MOVETYPE_TOSS; self.think = vehicles_think; self.frame = 0; } self.nextthink = time; CSQCMODEL_AUTOUPDATE(self); } void raptor_exit(float eject) {SELFPARAM(); vector spot; self.tur_head.exteriormodeltoclient = world; if(self.deadflag == DEAD_NO) { self.think = raptor_land; self.nextthink = time; } if(!self.owner) return; makevectors(self.angles); if(eject) { spot = self.origin + v_forward * 100 + '0 0 64'; spot = vehicles_findgoodexit(spot); setorigin(self.owner , spot); self.owner.velocity = (v_up + v_forward * 0.25) * 750; self.owner.oldvelocity = self.owner.velocity; } else { if(vlen(self.velocity) > 2 * autocvar_sv_maxairspeed) { self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed * 2; self.owner.velocity_z += 200; spot = self.origin + v_forward * 32 + '0 0 64'; spot = vehicles_findgoodexit(spot); } else { self.owner.velocity = self.velocity * 0.5; self.owner.velocity_z += 10; spot = self.origin - v_forward * 200 + '0 0 64'; spot = vehicles_findgoodexit(spot); } self.owner.oldvelocity = self.owner.velocity; setorigin(self.owner , spot); } antilag_clear(self.owner); self.owner = world; } float raptor_frame() {SELFPARAM(); entity player, raptor; float ftmp = 0; vector df; if(intermission_running) { self.vehicle.velocity = '0 0 0'; self.vehicle.avelocity = '0 0 0'; return 1; } player = self; raptor = self.vehicle; setself(raptor); vehicles_painframe(); /* ftmp = vlen(self.velocity); if(ftmp > autocvar_g_vehicle_raptor_speed_forward) ftmp = 1; else ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward; */ if(self.sound_nexttime < time) { self.sound_nexttime = time + 7.955812; //sound (self.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM ); sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM); self.wait = ftmp; } /* else if(fabs(ftmp - self.wait) > 0.2) { sound (self.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM ); sound (self, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM); self.wait = ftmp; } */ if(raptor.deadflag != DEAD_NO) { setself(player); player.BUTTON_ATCK = player.BUTTON_ATCK2 = 0; return 1; } crosshair_trace(player); //if(time - self.lastteleporttime < 1) //{ if(raptor.angles_z > 50 || raptor.angles_z < -50) { if(player.BUTTON_JUMP) { player.BUTTON_CROUCH = true; player.BUTTON_JUMP = false; } } //} vector vang; vang = raptor.angles; df = vectoangles(normalize(trace_endpos - self.origin + '0 0 32')); vang_x *= -1; df_x *= -1; if(df_x > 180) df_x -= 360; if(df_x < -180) df_x += 360; if(df_y > 180) df_y -= 360; if(df_y < -180) df_y += 360; ftmp = shortangle_f(player.v_angle_y - vang_y, vang_y); if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360; raptor.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + raptor.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed); // Pitch ftmp = 0; if(player.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5; else if(player.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20; df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit); ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit); raptor.avelocity_x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + raptor.avelocity_x * 0.9, autocvar_g_vehicle_raptor_pitchspeed); raptor.angles_x = anglemods(raptor.angles_x); raptor.angles_y = anglemods(raptor.angles_y); raptor.angles_z = anglemods(raptor.angles_z); if(autocvar_g_vehicle_raptor_movestyle == 1) makevectors('0 1 0' * raptor.angles_y); else makevectors(player.v_angle); df = raptor.velocity * -autocvar_g_vehicle_raptor_friction; if(player.movement_x != 0) { if(player.movement_x > 0) df += v_forward * autocvar_g_vehicle_raptor_speed_forward; else if(player.movement_x < 0) df -= v_forward * autocvar_g_vehicle_raptor_speed_forward; } if(player.movement_y != 0) { if(player.movement_y < 0) df -= v_right * autocvar_g_vehicle_raptor_speed_strafe; else if(player.movement_y > 0) df += v_right * autocvar_g_vehicle_raptor_speed_strafe; raptor.angles_z = bound(-30,raptor.angles_z + (player.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30); } else { raptor.angles_z *= 0.95; if(raptor.angles_z >= -1 && raptor.angles_z <= -1) raptor.angles_z = 0; } if(player.BUTTON_CROUCH) df -= v_up * autocvar_g_vehicle_raptor_speed_down; else if (player.BUTTON_JUMP) df += v_up * autocvar_g_vehicle_raptor_speed_up; raptor.velocity += df * frametime; player.velocity = player.movement = raptor.velocity; setorigin(player, raptor.origin + '0 0 32'); player.vehicle_weapon2mode = raptor.vehicle_weapon2mode; vector vf, ad; // Target lock & predict if(autocvar_g_vehicle_raptor_cannon_locktarget == 2) { if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag) raptor.gun1.enemy = world; if(trace_ent) if(trace_ent.movetype) if(trace_ent.takedamage) if(!trace_ent.deadflag) { if(teamplay) { if(trace_ent.team != player.team) { raptor.gun1.enemy = trace_ent; raptor.gun1.lock_time = time + 5; } } else { raptor.gun1.enemy = trace_ent; raptor.gun1.lock_time = time + 0.5; } } if(raptor.gun1.enemy) { float distance, impact_time; vf = real_origin(raptor.gun1.enemy); UpdateAuxiliaryXhair(player, vf, '1 0 0', 1); vector _vel = raptor.gun1.enemy.velocity; if(raptor.gun1.enemy.movetype == MOVETYPE_WALK) _vel_z *= 0.1; if(autocvar_g_vehicle_raptor_cannon_predicttarget) { ad = vf; distance = vlen(ad - player.origin); impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; ad = vf + _vel * impact_time; trace_endpos = ad; } else trace_endpos = vf; } } else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1) { vehicles_locktarget((1 / autocvar_g_vehicle_raptor_cannon_locking_time) * frametime, (1 / autocvar_g_vehicle_raptor_cannon_locking_releasetime) * frametime, autocvar_g_vehicle_raptor_cannon_locked_time); if(self.lock_target != world) if(autocvar_g_vehicle_raptor_cannon_predicttarget) if(self.lock_strength == 1) { float i, distance, impact_time; vf = real_origin(raptor.lock_target); ad = vf; for(i = 0; i < 4; ++i) { distance = vlen(ad - raptor.origin); impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; ad = vf + raptor.lock_target.velocity * impact_time; } trace_endpos = ad; } if(self.lock_target) { if(raptor.lock_strength == 1) UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '1 0 0', 1); else if(self.lock_strength > 0.5) UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 1 0', 1); else if(self.lock_strength < 0.5) UpdateAuxiliaryXhair(player, real_origin(raptor.lock_target), '0 0 1', 1); } } vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1", autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed); vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1", autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed); /* ad = ad * 0.5; v_forward = vf * 0.5; traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor); UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0); */ Weapon wep1 = WEP_RAPTOR; if(!forbidWeaponUse(player)) if(player.BUTTON_ATCK) if (wep1.wr_checkammo1(wep1)) { wep1.wr_think(wep1, true, false); } if(self.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true); if(self.vehicle_flags & VHF_HEALTHREGEN) vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false); if(self.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false); Weapon wep2a = WEP_RAPTOR_BOMB; if(!forbidWeaponUse(player)) if(raptor.vehicle_weapon2mode == RSM_BOMB) { if(time > raptor.lip + autocvar_g_vehicle_raptor_bombs_refire) if(player.BUTTON_ATCK2) { wep2a.wr_think(wep2a, false, true); raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire; raptor.lip = time; } } else { Weapon wep2b = WEP_RAPTOR_FLARE; if(time > raptor.lip + autocvar_g_vehicle_raptor_flare_refire) if(player.BUTTON_ATCK2) { wep2b.wr_think(wep2b, false, true); raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire; raptor.lip = time; } } raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip); player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100); player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0; if(self.bomb1.cnt < time) { entity _missile = findchainentity(enemy, raptor); float _incomming = 0; while(_missile) { if(_missile.flags & FL_PROJECTILE) if(MISSILE_IS_TRACKING(_missile)) if(vlen(self.origin - _missile.origin) < 2 * autocvar_g_vehicle_raptor_flare_range) ++_incomming; _missile = _missile.chain; } if(_incomming) sound(self, CH_PAIN_SINGLE, SND_VEH_MISSILE_ALARM, VOL_BASE, ATTEN_NONE); self.bomb1.cnt = time + 1; } VEHICLE_UPDATE_PLAYER(player, health, raptor); VEHICLE_UPDATE_PLAYER(player, energy, raptor); if(self.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(player, shield, raptor); player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; setself(player); return 1; } float raptor_takeoff() {SELFPARAM(); entity player, raptor; player = self; raptor = self.vehicle; setself(raptor); self.nextthink = time; CSQCMODEL_AUTOUPDATE(self); self.nextthink = 0; // will this work? if(self.sound_nexttime < time) { self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav"); sound (self, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM); } // Takeoff sequense if(raptor.frame < 25) { raptor.frame += 25 / (autocvar_g_vehicle_raptor_takeofftime / sys_frametime); raptor.velocity_z = min(raptor.velocity_z * 1.5, 256); self.bomb1.gun1.avelocity_y = 90 + ((raptor.frame / 25) * 25000); self.bomb1.gun2.avelocity_y = -self.bomb1.gun1.avelocity_y; player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; setorigin(player, raptor.origin + '0 0 32'); } else player.PlayerPhysplug = raptor_frame; if(self.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(raptor.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, frametime, true); if(self.vehicle_flags & VHF_HEALTHREGEN) vehicles_regen(raptor.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, frametime, false); if(self.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(raptor.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, frametime, false); raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip); player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100); player.vehicle_ammo2 = (player.vehicle_reload2 == 100) ? 100 : 0; VEHICLE_UPDATE_PLAYER(player, health, raptor); VEHICLE_UPDATE_PLAYER(player, energy, raptor); if(self.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(player, shield, raptor); player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0; setself(player); return 1; } void raptor_blowup() {SELFPARAM(); self.deadflag = DEAD_DEAD; self.vehicle_exit(VHEF_NORMAL); RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world); self.alpha = -1; self.movetype = MOVETYPE_NONE; self.effects = EF_NODRAW; self.colormod = '0 0 0'; self.avelocity = '0 0 0'; self.velocity = '0 0 0'; setorigin(self, self.pos1); self.touch = func_null; self.nextthink = 0; } void raptor_diethink() {SELFPARAM(); if(time >= self.wait) self.think = raptor_blowup; if(random() < 0.05) { sound (self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); } self.nextthink = time; CSQCMODEL_AUTOUPDATE(self); } // If we dont do this ever now and then, the raptors rotors // stop working, presumably due to angle overflow. cute. void raptor_rotor_anglefix() {SELFPARAM(); self.gun1.angles_y = anglemods(self.gun1.angles_y); self.gun2.angles_y = anglemods(self.gun2.angles_y); self.nextthink = time + 15; } float raptor_impulse(float _imp) {SELFPARAM(); switch(_imp) { case 1: case 230: self.vehicle.vehicle_weapon2mode = RSM_BOMB; CSQCVehicleSetup(self, 0); return true; case 2: case 231: self.vehicle.vehicle_weapon2mode = RSM_FLARE; CSQCVehicleSetup(self, 0); return true; case 10: case 15: case 18: self.vehicle.vehicle_weapon2mode += 1; if(self.vehicle.vehicle_weapon2mode > RSM_LAST) self.vehicle.vehicle_weapon2mode = RSM_FIRST; CSQCVehicleSetup(self, 0); return true; case 11: case 12: case 16: case 19: self.vehicle.vehicle_weapon2mode -= 1; if(self.vehicle.vehicle_weapon2mode < RSM_FIRST) self.vehicle.vehicle_weapon2mode = RSM_LAST; CSQCVehicleSetup(self, 0); return true; /* case 17: // toss gun, could be used to exit? break; case 20: // Manual minigun reload? break; */ } return false; } void spawnfunc_vehicle_raptor() {SELFPARAM(); if(!autocvar_g_vehicle_raptor) { remove(self); return; } if(!vehicle_initialize(VEH_RAPTOR, false)) { remove(self); return; } } METHOD(Raptor, vr_impact, bool(Raptor thisveh)) { if(autocvar_g_vehicle_raptor_bouncepain) vehicles_impact(autocvar_g_vehicle_raptor_bouncepain_x, autocvar_g_vehicle_raptor_bouncepain_y, autocvar_g_vehicle_raptor_bouncepain_z); return true; } METHOD(Raptor, vr_enter, bool(Raptor thisveh)) { self.vehicle_weapon2mode = RSM_BOMB; self.owner.PlayerPhysplug = raptor_takeoff; self.movetype = MOVETYPE_BOUNCEMISSILE; self.solid = SOLID_SLIDEBOX; self.owner.vehicle_health = (self.vehicle_health / autocvar_g_vehicle_raptor_health) * 100; self.owner.vehicle_shield = (self.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100; self.velocity_z = 1; // Nudge upwards to takeoff sequense can work. self.tur_head.exteriormodeltoclient = self.owner; self.delay = time + autocvar_g_vehicle_raptor_bombs_refire; self.lip = time; if(self.owner.flagcarried) setorigin(self.owner.flagcarried, '-20 0 96'); CSQCVehicleSetup(self.owner, 0); return true; } METHOD(Raptor, vr_think, bool(Raptor thisveh)) { return true; } METHOD(Raptor, vr_death, bool(Raptor thisveh)) { self.health = 0; self.event_damage = func_null; self.solid = SOLID_CORPSE; self.takedamage = DAMAGE_NO; self.deadflag = DEAD_DYING; self.movetype = MOVETYPE_BOUNCE; self.think = raptor_diethink; self.nextthink = time; self.wait = time + 5 + (random() * 5); Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (self.origin, 16), '0 0 0', 1); self.velocity_z += 600; self.avelocity = '0 0.5 1' * (random() * 400); self.avelocity -= '0 0.5 1' * (random() * 400); self.colormod = '-0.5 -0.5 -0.5'; self.touch = raptor_blowup; return true; } METHOD(Raptor, vr_spawn, bool(Raptor thisveh)) { if(!self.gun1) { entity spinner; vector ofs; //FIXME: Camera is in a bad place in HUD model. //setorigin(self.vehicle_viewport, '25 0 5'); self.vehicles_impulse = raptor_impulse; self.frame = 0; self.bomb1 = spawn(); self.bomb2 = spawn(); self.gun1 = spawn(); self.gun2 = spawn(); setmodel(self.bomb1, MDL_VEH_RAPTOR_CB_FOLDED); setmodel(self.bomb2, MDL_VEH_RAPTOR_CB_FOLDED); setmodel(self.gun1, MDL_VEH_RAPTOR_GUN); setmodel(self.gun2, MDL_VEH_RAPTOR_GUN); setmodel(self.tur_head, MDL_VEH_RAPTOR_TAIL); setattachment(self.bomb1, self, "bombmount_left"); setattachment(self.bomb2, self, "bombmount_right"); setattachment(self.tur_head, self,"root"); // FIXMODEL Guns mounts to angled bones self.bomb1.angles = self.angles; self.angles = '0 0 0'; // This messes up gun-aim, so work arround it. //setattachment(self.gun1, self, "gunmount_left"); ofs = gettaginfo(self, gettagindex(self, "gunmount_left")); ofs -= self.origin; setattachment(self.gun1, self, ""); setorigin(self.gun1, ofs); //setattachment(self.gun2, self, "gunmount_right"); ofs = gettaginfo(self, gettagindex(self, "gunmount_right")); ofs -= self.origin; setattachment(self.gun2, self, ""); setorigin(self.gun2, ofs); self.angles = self.bomb1.angles; self.bomb1.angles = '0 0 0'; spinner = spawn(); spinner.owner = self; setmodel(spinner, MDL_VEH_RAPTOR_PROP); setattachment(spinner, self, "engine_left"); spinner.movetype = MOVETYPE_NOCLIP; spinner.avelocity = '0 90 0'; self.bomb1.gun1 = spinner; spinner = spawn(); spinner.owner = self; setmodel(spinner, MDL_VEH_RAPTOR_PROP); setattachment(spinner, self, "engine_right"); spinner.movetype = MOVETYPE_NOCLIP; spinner.avelocity = '0 -90 0'; self.bomb1.gun2 = spinner; // Sigh. self.bomb1.think = raptor_rotor_anglefix; self.bomb1.nextthink = time; self.mass = 1 ; } self.frame = 0; self.vehicle_health = autocvar_g_vehicle_raptor_health; self.vehicle_shield = autocvar_g_vehicle_raptor_shield; self.movetype = MOVETYPE_TOSS; self.solid = SOLID_SLIDEBOX; self.vehicle_energy = 1; self.PlayerPhysplug = raptor_frame; self.bomb1.gun1.avelocity_y = 90; self.bomb1.gun2.avelocity_y = -90; self.delay = time; self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor; self.bouncestop = autocvar_g_vehicle_raptor_bouncestop; self.damageforcescale = 0.25; self.vehicle_health = autocvar_g_vehicle_raptor_health; self.vehicle_shield = autocvar_g_vehicle_raptor_shield; return true; } METHOD(Raptor, vr_setup, bool(Raptor thisveh)) { if(autocvar_g_vehicle_raptor_shield) self.vehicle_flags |= VHF_HASSHIELD; if(autocvar_g_vehicle_raptor_shield_regen) self.vehicle_flags |= VHF_SHIELDREGEN; if(autocvar_g_vehicle_raptor_health_regen) self.vehicle_flags |= VHF_HEALTHREGEN; if(autocvar_g_vehicle_raptor_energy_regen) self.vehicle_flags |= VHF_ENERGYREGEN; self.vehicle_exit = raptor_exit; self.respawntime = autocvar_g_vehicle_raptor_respawntime; self.vehicle_health = autocvar_g_vehicle_raptor_health; self.vehicle_shield = autocvar_g_vehicle_raptor_shield; self.max_health = self.vehicle_health; return true; } METHOD(Raptor, vr_precache, bool(Raptor thisveh)) { return true; } #endif // SVQC #ifdef CSQC METHOD(Raptor, vr_hud, bool(Raptor thisveh)) { string crosshair; switch(weapon2mode) { case RSM_FLARE: crosshair = vCROSS_RAIN; break; case RSM_BOMB: crosshair = vCROSS_BURST; break; default: crosshair = vCROSS_BURST; } Vehicles_drawHUD(VEH_RAPTOR.m_icon, "vehicle_raptor_weapon1", "vehicle_raptor_weapon2", "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color, crosshair); return true; } METHOD(Raptor, vr_setup, bool(Raptor thisveh)) { AuxiliaryXhair[1].axh_image = vCROSS_LOCK; return true; } METHOD(Raptor, vr_precache, bool(Raptor thisveh)) { return true; } #endif // CSQC #endif // REGISTER_VEHICLE