#include "raptor.qh" #ifdef SVQC #include #endif #ifdef GAMEQC #ifdef SVQC bool autocvar_g_vehicle_raptor = true; float autocvar_g_vehicle_raptor_respawntime = 40; float autocvar_g_vehicle_raptor_takeofftime = 1.5; // 0: go where player aims, +forward etc relative to aim angles // 1: ignore aim for up/down movement. +forward always moved forward, +jump always moves up int autocvar_g_vehicle_raptor_movestyle = 1; float autocvar_g_vehicle_raptor_turnspeed = 200; float autocvar_g_vehicle_raptor_pitchspeed = 50; float autocvar_g_vehicle_raptor_pitchlimit = 45; float autocvar_g_vehicle_raptor_speed_forward = 1700; float autocvar_g_vehicle_raptor_speed_strafe = 2200; float autocvar_g_vehicle_raptor_speed_up = 2300; float autocvar_g_vehicle_raptor_speed_down = 2000; float autocvar_g_vehicle_raptor_friction = 2; bool autocvar_g_vehicle_raptor_swim = false; float autocvar_g_vehicle_raptor_cannon_turnspeed = 120; float autocvar_g_vehicle_raptor_cannon_turnlimit = 20; float autocvar_g_vehicle_raptor_cannon_pitchlimit_up = 12; float autocvar_g_vehicle_raptor_cannon_pitchlimit_down = 32; bool autocvar_g_vehicle_raptor_cannon_locktarget = true; float autocvar_g_vehicle_raptor_cannon_locking_time = 0.2; float autocvar_g_vehicle_raptor_cannon_locking_releasetime = 0.45; float autocvar_g_vehicle_raptor_cannon_locked_time = 1; float autocvar_g_vehicle_raptor_cannon_predicttarget = 1; float autocvar_g_vehicle_raptor_energy = 100; float autocvar_g_vehicle_raptor_energy_regen = 25; float autocvar_g_vehicle_raptor_energy_regen_pause = 0.25; float autocvar_g_vehicle_raptor_health = 250; float autocvar_g_vehicle_raptor_health_regen = 0; float autocvar_g_vehicle_raptor_health_regen_pause = 0; float autocvar_g_vehicle_raptor_shield = 200; float autocvar_g_vehicle_raptor_shield_regen = 25; float autocvar_g_vehicle_raptor_shield_regen_pause = 1.5; float autocvar_g_vehicle_raptor_bouncefactor = 0.2; float autocvar_g_vehicle_raptor_bouncestop = 0; vector autocvar_g_vehicle_raptor_bouncepain = '1 4 1000'; .entity bomb1; .entity bomb2; void raptor_land(entity this) { float hgt = vehicle_altitude(this, 512); this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME); this.angles.x *= 0.95; this.angles.z *= 0.95; if (hgt < 128 && hgt > 0) this.frame = (hgt / 128) * 25; this.bomb1.gun1.avelocity.y = 90 + ((this.frame / 25) * 2000); this.bomb1.gun2.avelocity.y = -this.bomb1.gun1.avelocity.y; if (hgt < 16) { set_movetype(this, MOVETYPE_TOSS); setthink(this, vehicles_think); this.frame = 0; } this.nextthink = time; CSQCMODEL_AUTOUPDATE(this); } void raptor_exit(entity this, int eject) { entity player = this.owner; this.tur_head.exteriormodeltoclient = NULL; if (!IS_DEAD(this)) { setthink(this, raptor_land); this.nextthink = time; } if (!player) return; makevectors(this.angles); vector spot; if (eject) { spot = this.origin + v_forward * 100 + '0 0 64'; spot = vehicles_findgoodexit(this, player, spot); setorigin(player, spot); player.velocity = (v_up + v_forward * 0.25) * 750; player.oldvelocity = player.velocity; } else { if (vdist(this.velocity, >, 2 * autocvar_sv_maxairspeed)) { player.velocity = normalize(this.velocity) * autocvar_sv_maxairspeed * 2; player.velocity.z += 200; spot = this.origin + v_forward * 32 + '0 0 64'; spot = vehicles_findgoodexit(this, player, spot); } else { player.velocity = this.velocity * 0.5; player.velocity.z += 10; spot = this.origin - v_forward * 200 + '0 0 64'; spot = vehicles_findgoodexit(this, player, spot); } player.oldvelocity = player.velocity; setorigin(player, spot); } this.owner = NULL; antilag_clear(player, CS(player)); } bool raptor_frame(entity this, float dt) { entity vehic = this.vehicle; return = true; if (game_stopped) { vehic.solid = SOLID_NOT; vehic.takedamage = DAMAGE_NO; set_movetype(vehic, MOVETYPE_NONE); return; } vehicles_frame(vehic, this); /* float ftmp = vlen(vehic.velocity); if (ftmp > autocvar_g_vehicle_raptor_speed_forward) ftmp = 1; else ftmp /= autocvar_g_vehicle_raptor_speed_forward; */ if (vehic.sound_nexttime < time) { vehic.sound_nexttime = time + 7.955812; //sound(vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM); sound(vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM); vehic.wait = 0; } /* else if (fabs(ftmp - vehic.wait) > 0.2) { sound(vehic.tur_head, CH_TRIGGER_SINGLE, SND_Null, 1 - ftmp, ATTEN_NORM); sound(vehic, CH_TRIGGER_SINGLE, SND_Null, ftmp, ATTEN_NORM); vehic.wait = ftmp; } */ if (IS_DEAD(vehic)) { PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; return; } crosshair_trace(this); //if (time - vehic.lastteleporttime < 1) if ((vehic.angles.z > 50 || vehic.angles.z < -50) && PHYS_INPUT_BUTTON_JUMP(this)) { PHYS_INPUT_BUTTON_CROUCH(this) = true; PHYS_INPUT_BUTTON_JUMP(this) = false; } vector vang = vehic.angles; vector df = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32')); vang.x = -vang.x; df.x = -df.x; 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; float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y); if (ftmp > 180) ftmp -= 360; if (ftmp < -180) ftmp += 360; vehic.avelocity.y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_raptor_turnspeed); // Pitch ftmp = 0; if (CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5; else if (CS(this).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); vehic.avelocity.x = bound(-autocvar_g_vehicle_raptor_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_raptor_pitchspeed); vehic.angles.x = anglemods(vehic.angles.x); vehic.angles.y = anglemods(vehic.angles.y); vehic.angles.z = anglemods(vehic.angles.z); if (autocvar_g_vehicle_raptor_movestyle == 1) makevectors('0 1 0' * vehic.angles.y); else makevectors(this.v_angle); df = vehic.velocity * -autocvar_g_vehicle_raptor_friction; if (CS(this).movement.x != 0) { if (CS(this).movement.x > 0) df += v_forward * autocvar_g_vehicle_raptor_speed_forward; else if (CS(this).movement.x < 0) df -= v_forward * autocvar_g_vehicle_raptor_speed_forward; } if (CS(this).movement.y != 0) { if (CS(this).movement.y < 0) df -= v_right * autocvar_g_vehicle_raptor_speed_strafe; else if (CS(this).movement.y > 0) df += v_right * autocvar_g_vehicle_raptor_speed_strafe; vehic.angles.z = bound(-30, vehic.angles.z + CS(this).movement.y / autocvar_g_vehicle_raptor_speed_strafe, 30); } else { vehic.angles.z *= 0.95; if (vehic.angles.z >= -1 && vehic.angles.z <= -1) vehic.angles.z = 0; } if (PHYS_INPUT_BUTTON_CROUCH(this)) df -= v_up * autocvar_g_vehicle_raptor_speed_down; else if (PHYS_INPUT_BUTTON_JUMP(this)) df += v_up * autocvar_g_vehicle_raptor_speed_up; vehic.velocity += df * dt; this.velocity = CS(this).movement = vehic.velocity; setorigin(this, vehic.origin + '0 0 32'); this.oldorigin = this.origin; // negate fall damage STAT(VEHICLESTAT_W2MODE, this) = STAT(VEHICLESTAT_W2MODE, vehic); vector vf, ad; // Target lock & predict if (autocvar_g_vehicle_raptor_cannon_locktarget == 2) { if (vehic.gun1.lock_time < time || IS_DEAD(vehic.gun1.enemy) || STAT(FROZEN, vehic.gun1.enemy)) vehic.gun1.enemy = NULL; if (trace_ent && trace_ent.move_movetype && trace_ent.takedamage && !IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) { if (teamplay) { if (trace_ent.team != this.team) { vehic.gun1.enemy = trace_ent; vehic.gun1.lock_time = time + 5; } } else { vehic.gun1.enemy = trace_ent; vehic.gun1.lock_time = time + 0.5; } } if (vehic.gun1.enemy) { vf = real_origin(vehic.gun1.enemy); UpdateAuxiliaryXhair(this, vf, '1 0 0', 1); vector _vel = vehic.gun1.enemy.velocity; if (vehic.gun1.enemy.move_movetype == MOVETYPE_WALK) _vel.z *= 0.1; if (autocvar_g_vehicle_raptor_cannon_predicttarget) { ad = vf; float distance = vlen(ad - this.origin); float 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(vehic, dt / autocvar_g_vehicle_raptor_cannon_locking_time, dt / autocvar_g_vehicle_raptor_cannon_locking_releasetime, autocvar_g_vehicle_raptor_cannon_locked_time); if (vehic.lock_target != NULL && autocvar_g_vehicle_raptor_cannon_predicttarget && vehic.lock_strength == 1) { float distance, impact_time; vf = real_origin(vehic.lock_target); ad = vf; for (int i = 0; i < 4; ++i) { distance = vlen(ad - vehic.origin); impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed; ad = vf + vehic.lock_target.velocity * impact_time; } trace_endpos = ad; } if (vehic.lock_target) { if (vehic.lock_strength == 1) UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '1 0 0', 1); else if (vehic.lock_strength > 0.5) UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 1 0', 1); else if (vehic.lock_strength < 0.5) UpdateAuxiliaryXhair(this, real_origin(vehic.lock_target), '0 0 1', 1); } } vehicle_aimturret(vehic, trace_endpos, vehic.gun1, "fire1", -autocvar_g_vehicle_raptor_cannon_pitchlimit_down, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, -autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed, dt); vehicle_aimturret(vehic, trace_endpos, vehic.gun2, "fire1", -autocvar_g_vehicle_raptor_cannon_pitchlimit_down, autocvar_g_vehicle_raptor_cannon_pitchlimit_up, -autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed, dt); /* ad *= 0.5; v_forward = vf * 0.5; traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic); UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0); */ Weapon wep1 = WEP_RAPTOR; .entity weaponentity = weaponentities[0]; if (!weaponLocked(this) && !weaponUseForbidden(this) && PHYS_INPUT_BUTTON_ATCK(this) && wep1.wr_checkammo1(wep1, vehic, weaponentity)) wep1.wr_think(wep1, vehic, weaponentity, 1); if (vehic.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true); if (vehic.vehicle_flags & VHF_HEALTHREGEN) vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RES_HEALTH); if (vehic.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false); Weapon wep2a = WEP_RAPTOR_BOMB; if (!weaponLocked(this) && !weaponUseForbidden(this) && STAT(VEHICLESTAT_W2MODE, vehic) == RSM_BOMB) { if (time > vehic.lip + autocvar_g_vehicle_raptor_bombs_refire && PHYS_INPUT_BUTTON_ATCK2(this)) { .entity weaponentity = weaponentities[1]; wep2a.wr_think(wep2a, vehic, weaponentity, 2); vehic.delay = time + autocvar_g_vehicle_raptor_bombs_refire; vehic.lip = time; } } else { Weapon wep2b = WEP_RAPTOR_FLARE; if (time > vehic.lip + autocvar_g_vehicle_raptor_flare_refire && PHYS_INPUT_BUTTON_ATCK2(this)) { .entity weaponentity = weaponentities[1]; wep2b.wr_think(wep2b, vehic, weaponentity, 2); vehic.delay = time + autocvar_g_vehicle_raptor_flare_refire; vehic.lip = time; } } vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip); this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100); this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0; if (vehic.bomb1.cnt < time) { bool incoming = false; IL_EACH(g_projectiles, it.enemy == vehic, { if ((it.missile_flags & MIF_GUIDED_TRACKING) && vdist(vehic.origin - it.origin, <, 2 * autocvar_g_vehicle_raptor_flare_range)) { incoming = true; break; } }); if (incoming) { msg_entity = this; soundto(MSG_ONE, vehic, CH_PAIN_SINGLE, SND(VEH_MISSILE_ALARM), VOL_BASE, ATTEN_NONE, 0); } vehic.bomb1.cnt = time + 1; } VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RES_HEALTH); VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor); if (vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor); PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } bool raptor_takeoff(entity this, float dt) { entity vehic = this.vehicle; return = true; vehic.nextthink = time; CSQCMODEL_AUTOUPDATE(vehic); vehic.nextthink = 0; // will this work? if (vehic.sound_nexttime < time) { vehic.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav"); sound(vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, VOL_VEHICLEENGINE, ATTEN_NORM); } // Takeoff sequense if (vehic.frame < 25) { vehic.frame += 25 * dt / autocvar_g_vehicle_raptor_takeofftime; vehic.velocity.z = min(vehic.velocity.z * 1.5, 256); vehic.bomb1.gun1.avelocity.y = 90 + ((vehic.frame / 25) * 25000); vehic.bomb1.gun2.avelocity.y = -vehic.bomb1.gun1.avelocity.y; PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; setorigin(this, vehic.origin + '0 0 32'); this.oldorigin = this.origin; } else this.PlayerPhysplug = raptor_frame; STAT(VEHICLESTAT_W2MODE, this) = STAT(VEHICLESTAT_W2MODE, vehic); if (vehic.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_raptor_shield, autocvar_g_vehicle_raptor_shield_regen_pause, autocvar_g_vehicle_raptor_shield_regen, dt, true); if (vehic.vehicle_flags & VHF_HEALTHREGEN) vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_raptor_health, autocvar_g_vehicle_raptor_health_regen_pause, autocvar_g_vehicle_raptor_health_regen, dt, false, RES_HEALTH); if (vehic.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(vehic, vehic.cnt, vehicle_energy, autocvar_g_vehicle_raptor_energy, autocvar_g_vehicle_raptor_energy_regen_pause, autocvar_g_vehicle_raptor_energy_regen, dt, false); vehic.bomb1.alpha = vehic.bomb2.alpha = (time - vehic.lip) / (vehic.delay - vehic.lip); this.vehicle_reload2 = bound(0, vehic.bomb1.alpha * 100, 100); this.vehicle_ammo2 = (this.vehicle_reload2 == 100) ? 100 : 0; VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, raptor, RES_HEALTH); VEHICLE_UPDATE_PLAYER(this, vehic, energy, raptor); if (vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(this, vehic, shield, raptor); PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } void raptor_blowup(entity this, entity toucher) { this.deadflag = DEAD_DEAD; this.vehicle_exit(this, VHEF_NORMAL); RadiusDamage(this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, DMG_NOWEP, NULL ); this.alpha = -1; set_movetype(this, MOVETYPE_NONE); this.effects = EF_NODRAW; this.colormod = '0 0 0'; this.avelocity = '0 0 0'; this.velocity = '0 0 0'; setorigin(this, this.pos1); settouch(this, func_null); this.nextthink = 0; } void raptor_diethink(entity this) { if (time >= this.wait) { raptor_blowup(this, NULL); return; } if (random() < 0.05) { sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1); } this.nextthink = time; CSQCMODEL_AUTOUPDATE(this); } // If we dont do this ever now and then, the raptors rotors // stop working, presumably due to angle overflow. cute. void raptor_rotor_anglefix(entity this) { this.gun1.angles.y = anglemods(this.gun1.angles.y); this.gun2.angles.y = anglemods(this.gun2.angles.y); this.nextthink = time + 15; } bool raptor_impulse(entity this, int _imp) { switch (_imp) { case IMP_weapon_group_1.impulse: STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_BOMB; CSQCVehicleSetup(this, 0); return true; case IMP_weapon_group_2.impulse: STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_FLARE; CSQCVehicleSetup(this, 0); return true; case IMP_weapon_next_byid.impulse: case IMP_weapon_next_bypriority.impulse: case IMP_weapon_next_bygroup.impulse: ++STAT(VEHICLESTAT_W2MODE, this.vehicle); if (STAT(VEHICLESTAT_W2MODE, this.vehicle) > RSM_LAST) STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_FIRST; CSQCVehicleSetup(this, 0); return true; case IMP_weapon_last.impulse: case IMP_weapon_prev_byid.impulse: case IMP_weapon_prev_bypriority.impulse: case IMP_weapon_prev_bygroup.impulse: --STAT(VEHICLESTAT_W2MODE, this.vehicle); if (STAT(VEHICLESTAT_W2MODE, this.vehicle) < RSM_FIRST) STAT(VEHICLESTAT_W2MODE, this.vehicle) = RSM_LAST; CSQCVehicleSetup(this, 0); return true; /* case IMP_weapon_drop.impulse: // toss gun, could be used to exit? break; case IMP_weapon_reload.impulse: // Manual minigun reload? break; */ } return false; } spawnfunc(vehicle_raptor) { if (!autocvar_g_vehicle_raptor || !vehicle_initialize(this, VEH_RAPTOR, false)) { delete(this); return; } } METHOD(Raptor, vr_impact, void(Raptor thisveh, entity instance)) { if (autocvar_g_vehicle_raptor_bouncepain) vehicles_impact(instance, autocvar_g_vehicle_raptor_bouncepain.x, autocvar_g_vehicle_raptor_bouncepain.y, autocvar_g_vehicle_raptor_bouncepain.z); } METHOD(Raptor, vr_enter, void(Raptor thisveh, entity instance)) { STAT(VEHICLESTAT_W2MODE, instance) = RSM_BOMB; instance.owner.PlayerPhysplug = raptor_takeoff; set_movetype(instance, MOVETYPE_BOUNCEMISSILE); instance.solid = SOLID_SLIDEBOX; instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_raptor_health) * 100; instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100; instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work instance.tur_head.exteriormodeltoclient = instance.owner; instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire; instance.lip = time; if (instance.owner.flagcarried) setorigin(instance.owner.flagcarried, '-20 0 96'); CSQCVehicleSetup(instance.owner, 0); } METHOD(Raptor, vr_death, void(Raptor thisveh, entity instance)) { SetResourceExplicit(instance, RES_HEALTH, 0); instance.event_damage = func_null; instance.solid = SOLID_CORPSE; instance.takedamage = DAMAGE_NO; instance.deadflag = DEAD_DYING; set_movetype(instance, MOVETYPE_BOUNCE); setthink(instance, raptor_diethink); instance.nextthink = time; instance.wait = time + 5 + (random() * 5); Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation (instance.origin, 16), '0 0 0', 1); instance.velocity.z += 600; instance.avelocity = '0 0.5 1' * 400 * (random() - random()); instance.colormod = '-0.5 -0.5 -0.5'; settouch(instance, raptor_blowup); } METHOD(Raptor, vr_spawn, void(Raptor thisveh, entity instance)) { if (!instance.gun1) { //FIXME: Camera is in a bad place in HUD model. //setorigin(instance.vehicle_viewport, '25 0 5'); instance.vehicles_impulse = raptor_impulse; instance.frame = 0; instance.bomb1 = new(raptor_bomb); instance.bomb2 = new(raptor_bomb); instance.gun1 = new(raptor_gun); instance.gun2 = new(raptor_gun); setmodel(instance.bomb1, MDL_VEH_RAPTOR_CB_FOLDED); setmodel(instance.bomb2, MDL_VEH_RAPTOR_CB_FOLDED); setmodel(instance.gun1, MDL_VEH_RAPTOR_GUN); setmodel(instance.gun2, MDL_VEH_RAPTOR_GUN); setmodel(instance.tur_head, MDL_VEH_RAPTOR_TAIL); setattachment(instance.bomb1, instance, "bombmount_left"); setattachment(instance.bomb2, instance, "bombmount_right"); setattachment(instance.tur_head, instance, "root"); // FIXMODEL Guns mounts to angled bones instance.bomb1.angles = instance.angles; instance.angles = '0 0 0'; // This messes up gun-aim, so work arround it. vector ofs; //setattachment(instance.gun1, instance, "gunmount_left"); ofs = gettaginfo(instance, gettagindex(instance, "gunmount_left")); ofs -= instance.origin; setattachment(instance.gun1, instance, ""); setorigin(instance.gun1, ofs); //setattachment(instance.gun2, instance, "gunmount_right"); ofs = gettaginfo(instance, gettagindex(instance, "gunmount_right")); ofs -= instance.origin; setattachment(instance.gun2, instance, ""); setorigin(instance.gun2, ofs); instance.angles = instance.bomb1.angles; instance.bomb1.angles = '0 0 0'; entity spinner = new(raptor_spinner); spinner.owner = instance; setmodel(spinner, MDL_VEH_RAPTOR_PROP); setattachment(spinner, instance, "engine_left"); set_movetype(spinner, MOVETYPE_NOCLIP); spinner.avelocity = '0 90 0'; instance.bomb1.gun1 = spinner; spinner = new(raptor_spinner); spinner.owner = instance; setmodel(spinner, MDL_VEH_RAPTOR_PROP); setattachment(spinner, instance, "engine_right"); set_movetype(spinner, MOVETYPE_NOCLIP); spinner.avelocity = '0 -90 0'; instance.bomb1.gun2 = spinner; // Sigh. setthink(instance.bomb1, raptor_rotor_anglefix); instance.bomb1.nextthink = time; instance.mass = 1; } instance.frame = 0; SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health); instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; set_movetype(instance, MOVETYPE_TOSS); instance.solid = SOLID_SLIDEBOX; instance.vehicle_energy = 1; if (!autocvar_g_vehicle_raptor_swim) instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK; instance.PlayerPhysplug = raptor_frame; instance.bomb1.gun1.avelocity.y = 90; instance.bomb1.gun2.avelocity.y = -90; instance.delay = time; instance.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor; instance.bouncestop = autocvar_g_vehicle_raptor_bouncestop; instance.damageforcescale = 0.25; SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health); instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; } METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance)) { if (autocvar_g_vehicle_raptor_shield) instance.vehicle_flags |= VHF_HASSHIELD; if (autocvar_g_vehicle_raptor_shield_regen) instance.vehicle_flags |= VHF_SHIELDREGEN; if (autocvar_g_vehicle_raptor_health_regen) instance.vehicle_flags |= VHF_HEALTHREGEN; if (autocvar_g_vehicle_raptor_energy_regen) instance.vehicle_flags |= VHF_ENERGYREGEN; instance.vehicle_exit = raptor_exit; instance.respawntime = autocvar_g_vehicle_raptor_respawntime; SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_raptor_health); instance.vehicle_shield = autocvar_g_vehicle_raptor_shield; instance.max_health = GetResource(instance, RES_HEALTH); if (!autocvar_g_vehicle_raptor_swim) instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK; } #endif // SVQC #ifdef CSQC METHOD(Raptor, vr_hud, void(Raptor thisveh)) { 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); } METHOD(Raptor, vr_crosshair, void(Raptor thisveh, entity player)) { string crosshair; switch (weapon2mode) { case RSM_FLARE: crosshair = vCROSS_RAIN; break; case RSM_BOMB: crosshair = vCROSS_BURST; break; default: crosshair = vCROSS_BURST; } vector tmpSize = '0 0 0'; if (weapon2mode != RSM_FLARE && !spectatee_status) { if (!dropmark) { dropmark = new(raptor_dropmark); dropmark.owner = player; dropmark.gravity = 1; dropmark.dphitcontentsmask = DPCONTENTS_SOLID; dropmark.solid = SOLID_CORPSE; set_movetype(dropmark, MOVETYPE_BOUNCE); } vector where; float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01; if (reload2 == 1) { setorigin(dropmark, pmove_org); dropmark.velocity = pmove_vel; tracetoss(dropmark, player); where = project_3d_to_2d(trace_endpos); setorigin(dropmark, trace_endpos); if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight)) { tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size; where.x -= tmpSize.x * 0.5; where.y -= tmpSize.y * 0.5; where.z = 0; drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE); drawpic(where, vCROSS_DROP, tmpSize, '0 1 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg } dropmark.cnt = time + 5; } else { if (dropmark.cnt > time) { where = project_3d_to_2d(dropmark.origin); if (!(where.z < 0 || where.x < 0 || where.y < 0 || where.x > vid_conwidth || where.y > vid_conheight)) { tmpSize = draw_getimagesize(vCROSS_DROP) * autocvar_cl_vehicles_crosshair_size * 1.25; where.x -= tmpSize.x * 0.5; where.y -= tmpSize.y * 0.5; where.z = 0; drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.9, DRAWFLAG_ADDITIVE); drawpic(where, vCROSS_DROP, tmpSize, '1 0 0', autocvar_crosshair_alpha * 0.6, DRAWFLAG_NORMAL); // Ensure visibility against bright bg } } } } Vehicles_drawCrosshair(crosshair); } METHOD(Raptor, vr_setup, void(Raptor thisveh, entity instance)) { AuxiliaryXhair[1].axh_image = vCROSS_LOCK; } #endif // CSQC #endif // GAMEQC #ifdef MENUQC #include "spiderbot.qh" METHOD(Raptor, describe, string(Raptor this)) { TC(Raptor, this); PAGE_TEXT_INIT(); PAR(_("The %s vehicle is a flying vehicle that takes only one pilot, who can operate both of the weapons."), COLORED_NAME(this)); PAR(_("The two weapons have different reticles for them similar to the %s. " "The primary weapon is laser-based, shooting toward the white reticle. " "The secondary weapon drops bombs to the ground, aiming towards the green reticle. " "The white reticle always points to the head of the vehicle, while the green reticle's location is determined by the momentum of the vehicle."), COLORED_NAME(VEH_SPIDERBOT)); return PAGE_TEXT; } #endif // MENUQC