REGISTER_VEHICLE(RAPTOR, NEW(Raptor));
+#include "../../weapons/all.qh"
+
+CLASS(RaptorCannon, PortoLaunch)
+/* flags */ ATTRIB(RaptorCannon, spawnflags, int, WEP_TYPE_OTHER);
+/* impulse */ ATTRIB(RaptorCannon, impulse, int, 3);
+/* refname */ ATTRIB(RaptorCannon, netname, string, "raptorcannon");
+/* wepname */ ATTRIB(RaptorCannon, message, string, _("Raptor cannon"));
+ENDCLASS(RaptorCannon)
+REGISTER_WEAPON(RAPTOR, NEW(RaptorCannon));
+
+CLASS(RaptorBomb, PortoLaunch)
+/* flags */ ATTRIB(RaptorBomb, spawnflags, int, WEP_TYPE_OTHER);
+/* impulse */ ATTRIB(RaptorBomb, impulse, int, 3);
+/* refname */ ATTRIB(RaptorBomb, netname, string, "raptorbomb");
+/* wepname */ ATTRIB(RaptorBomb, message, string, _("Raptor bomb"));
+ENDCLASS(RaptorBomb)
+REGISTER_WEAPON(RAPTOR_BOMB, NEW(RaptorBomb));
+
+CLASS(RaptorFlare, PortoLaunch)
+/* flags */ ATTRIB(RaptorFlare, spawnflags, int, WEP_TYPE_OTHER);
+/* impulse */ ATTRIB(RaptorFlare, impulse, int, 3);
+/* refname */ ATTRIB(RaptorFlare, netname, string, "raptorflare");
+/* wepname */ ATTRIB(RaptorFlare, message, string, _("Raptor flare"));
+ENDCLASS(RaptorFlare)
+REGISTER_WEAPON(RAPTOR_FLARE, NEW(RaptorFlare));
+
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
+float autocvar_g_vehicle_raptor_cannon_cost;
+float autocvar_g_vehicle_raptor_cannon_damage;
+float autocvar_g_vehicle_raptor_cannon_radius;
+float autocvar_g_vehicle_raptor_cannon_refire;
+float autocvar_g_vehicle_raptor_cannon_speed;
+float autocvar_g_vehicle_raptor_cannon_spread;
+float autocvar_g_vehicle_raptor_cannon_force;
+
+METHOD(RaptorCannon, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
+ SELFPARAM();
+ bool isPlayer = IS_PLAYER(self);
+ entity player = isPlayer ? self : self.owner;
+ entity veh = player.vehicle;
+ setself(player);
+ // 1 [wait] 1 [wait] 2 [wait] 2 [wait] [wait]
+ float t = autocvar_g_vehicle_raptor_cannon_refire * (1 + veh.misc_bulletcounter == 4);
+ if (fire1)
+ if (weapon_prepareattack(false, t)) {
+ if (isPlayer) W_SetupShot_Dir(player, v_forward, false, 0, SND(Null), CH_WEAPON_B, 0);
+ vector org = w_shotorg;
+ vector dir = w_shotdir;
+ if (veh) {
+ veh.misc_bulletcounter += 1;
+ org = (veh.misc_bulletcounter <= 2) ? gettaginfo(veh.gun1, gettagindex(veh.gun1, "fire1"))
+ : (((veh.misc_bulletcounter == 4) ? veh.misc_bulletcounter = 0 : 0), gettaginfo(veh.gun2, gettagindex(veh.gun2, "fire1")));
+ dir = v_forward;
+ veh.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
+ self.cnt = time;
+ }
+ vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
+ org, normalize(dir + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
+ autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
+ DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, player);
+ weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
+ }
+ setself(this);
+ return true;
+}
+METHOD(RaptorCannon, wr_checkammo1, bool(RacerAttack thiswep)) {
+ SELFPARAM();
+ bool isPlayer = IS_PLAYER(self);
+ entity player = isPlayer ? self : self.owner;
+ entity veh = player.vehicle;
+ return isPlayer || veh.vehicle_energy >= autocvar_g_vehicle_raptor_cannon_cost;
+}
+
+float autocvar_g_vehicle_raptor_bombs_refire;
+
+void raptor_bombdrop();
+METHOD(RaptorBomb, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
+ SELFPARAM();
+ bool isPlayer = IS_PLAYER(self);
+ entity player = isPlayer ? self : self.owner;
+ setself(player);
+ if (fire2)
+ if (weapon_prepareattack(false, autocvar_g_vehicle_raptor_bombs_refire)) {
+ raptor_bombdrop();
+ weapon_thinkf(WFRAME_FIRE1, 0, w_ready);
+ }
+ setself(this);
+ return true;
+}
+
+float autocvar_g_vehicle_raptor_flare_refire;
+float autocvar_g_vehicle_raptor_flare_lifetime;
+float autocvar_g_vehicle_raptor_flare_chase;
+float autocvar_g_vehicle_raptor_flare_range;
+
+void raptor_flare_think();
+void raptor_flare_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+void raptor_flare_touch();
+
+METHOD(RaptorFlare, wr_think, bool(entity thiswep, bool fire1, bool fire2)) {
+ SELFPARAM();
+ bool isPlayer = IS_PLAYER(self);
+ entity player = isPlayer ? self : self.owner;
+ setself(player);
+ if (fire2)
+ if (weapon_prepareattack(true, autocvar_g_vehicle_raptor_flare_refire)) {
+ for(int i = 0; i < 3; ++i) {
+ entity _flare = spawn();
+ setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
+ _flare.effects = EF_LOWPRECISION | EF_FLAME;
+ _flare.scale = 0.5;
+ setorigin(_flare, self.origin - '0 0 16');
+ _flare.movetype = MOVETYPE_TOSS;
+ _flare.gravity = 0.15;
+ _flare.velocity = 0.25 * self.velocity + (v_forward + randomvec() * 0.25)* -500;
+ _flare.think = raptor_flare_think;
+ _flare.nextthink = time;
+ _flare.owner = self;
+ _flare.solid = SOLID_CORPSE;
+ _flare.takedamage = DAMAGE_YES;
+ _flare.event_damage = raptor_flare_damage;
+ _flare.health = 20;
+ _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
+ _flare.touch = raptor_flare_touch;
+ }
+ weapon_thinkf(WFRAME_FIRE2, 0, w_ready);
+ }
+ setself(this);
+ return true;
+}
+
bool autocvar_g_vehicle_raptor;
float autocvar_g_vehicle_raptor_respawntime;
float autocvar_g_vehicle_raptor_bomblet_radius;
float autocvar_g_vehicle_raptor_bomblet_force;
float autocvar_g_vehicle_raptor_bomblet_explode_delay;
-float autocvar_g_vehicle_raptor_bombs_refire;
-
-float autocvar_g_vehicle_raptor_flare_refire;
-float autocvar_g_vehicle_raptor_flare_lifetime;
-float autocvar_g_vehicle_raptor_flare_chase;
-float autocvar_g_vehicle_raptor_flare_range;
float autocvar_g_vehicle_raptor_cannon_turnspeed;
float autocvar_g_vehicle_raptor_cannon_turnlimit;
float autocvar_g_vehicle_raptor_cannon_locked_time;
float autocvar_g_vehicle_raptor_cannon_predicttarget;
-float autocvar_g_vehicle_raptor_cannon_cost;
-float autocvar_g_vehicle_raptor_cannon_damage;
-float autocvar_g_vehicle_raptor_cannon_radius;
-float autocvar_g_vehicle_raptor_cannon_refire;
-float autocvar_g_vehicle_raptor_cannon_speed;
-float autocvar_g_vehicle_raptor_cannon_spread;
-float autocvar_g_vehicle_raptor_cannon_force;
-
float autocvar_g_vehicle_raptor_energy;
float autocvar_g_vehicle_raptor_energy_regen;
float autocvar_g_vehicle_raptor_energy_regen_pause;
}
-void raptor_fire_cannon(entity gun, string tagname)
-{SELFPARAM();
- vehicles_projectile(EFFECT_RAPTOR_MUZZLEFLASH.eent_eff_name, SND(LASERGUN_FIRE),
- gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
- autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
- DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, true, true, self.owner);
-}
-
void raptor_land()
{SELFPARAM();
float hgt;
UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
*/
+ Weapon wep1 = WEP_RAPTOR;
if(!forbidWeaponUse(player))
if(player.BUTTON_ATCK)
- if(raptor.attack_finished_single <= time)
- if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
+ if (wep1.wr_checkammo1(wep1))
{
- raptor.misc_bulletcounter += 1;
- raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire;
- if(raptor.misc_bulletcounter <= 2)
- raptor_fire_cannon(self.gun1, "fire1");
- else if(raptor.misc_bulletcounter == 3)
- raptor_fire_cannon(self.gun2, "fire1");
- else
- {
- raptor.attack_finished_single = time + autocvar_g_vehicle_raptor_cannon_refire * 2;
- raptor_fire_cannon(self.gun2, "fire1");
- raptor.misc_bulletcounter = 0;
- }
- raptor.vehicle_energy -= autocvar_g_vehicle_raptor_cannon_cost;
- self.cnt = time;
+ wep1.wr_think(wep1, true, false);
}
if(self.vehicle_flags & VHF_SHIELDREGEN)
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)
{
- raptor_bombdrop();
+ 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)
{
- float i;
- entity _flare;
-
- for(i = 0; i < 3; ++i)
- {
- _flare = spawn();
- setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
- _flare.effects = EF_LOWPRECISION | EF_FLAME;
- _flare.scale = 0.5;
- setorigin(_flare, self.origin - '0 0 16');
- _flare.movetype = MOVETYPE_TOSS;
- _flare.gravity = 0.15;
- _flare.velocity = 0.25 * raptor.velocity + (v_forward + randomvec() * 0.25)* -500;
- _flare.think = raptor_flare_think;
- _flare.nextthink = time;
- _flare.owner = raptor;
- _flare.solid = SOLID_CORPSE;
- _flare.takedamage = DAMAGE_YES;
- _flare.event_damage = raptor_flare_damage;
- _flare.health = 20;
- _flare.tur_impacttime = time + autocvar_g_vehicle_raptor_flare_lifetime;
- _flare.touch = raptor_flare_touch;
- }
+ wep2b.wr_think(wep2b, false, true);
raptor.delay = time + autocvar_g_vehicle_raptor_flare_refire;
raptor.lip = time;
}