1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
5 REGISTER_VEHICLE_SIMPLE(
6 /* VEH_##id */ BUMBLEBEE,
7 /* function */ v_bumblebee,
8 /* spawnflags */ VHF_DMGSHAKE,
9 /* mins,maxs */ '-245 -130 -130', '230 130 130',
10 /* model */ "models/vehicles/bumblebee_body.dpm",
12 /* hud_model */ "models/vehicles/spiderbot_cockpit.dpm",
13 /* tags */ "", "", "tag_viewport",
14 /* netname */ "bumblebee",
15 /* fullname */ _("Bumblebee")
21 const float BRG_SETUP = 2;
22 const float BRG_START = 4;
23 const float BRG_END = 8;
26 float autocvar_g_vehicle_bumblebee_speed_forward;
27 float autocvar_g_vehicle_bumblebee_speed_strafe;
28 float autocvar_g_vehicle_bumblebee_speed_up;
29 float autocvar_g_vehicle_bumblebee_speed_down;
30 float autocvar_g_vehicle_bumblebee_turnspeed;
31 float autocvar_g_vehicle_bumblebee_pitchspeed;
32 float autocvar_g_vehicle_bumblebee_pitchlimit;
33 float autocvar_g_vehicle_bumblebee_friction;
35 float autocvar_g_vehicle_bumblebee_energy;
36 float autocvar_g_vehicle_bumblebee_energy_regen;
37 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
39 float autocvar_g_vehicle_bumblebee_health;
40 float autocvar_g_vehicle_bumblebee_health_regen;
41 float autocvar_g_vehicle_bumblebee_health_regen_pause;
43 float autocvar_g_vehicle_bumblebee_shield;
44 float autocvar_g_vehicle_bumblebee_shield_regen;
45 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
47 float autocvar_g_vehicle_bumblebee_cannon_cost;
48 float autocvar_g_vehicle_bumblebee_cannon_damage;
49 float autocvar_g_vehicle_bumblebee_cannon_radius;
50 float autocvar_g_vehicle_bumblebee_cannon_refire;
51 float autocvar_g_vehicle_bumblebee_cannon_speed;
52 float autocvar_g_vehicle_bumblebee_cannon_spread;
53 float autocvar_g_vehicle_bumblebee_cannon_force;
55 float autocvar_g_vehicle_bumblebee_cannon_ammo;
56 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
57 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
59 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
61 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
62 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
63 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
64 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
65 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
68 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
69 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
70 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
71 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
73 float autocvar_g_vehicle_bumblebee_raygun_range;
74 float autocvar_g_vehicle_bumblebee_raygun_dps;
75 float autocvar_g_vehicle_bumblebee_raygun_aps;
76 float autocvar_g_vehicle_bumblebee_raygun_fps;
78 float autocvar_g_vehicle_bumblebee_raygun;
79 float autocvar_g_vehicle_bumblebee_healgun_hps;
80 float autocvar_g_vehicle_bumblebee_healgun_hmax;
81 float autocvar_g_vehicle_bumblebee_healgun_aps;
82 float autocvar_g_vehicle_bumblebee_healgun_amax;
83 float autocvar_g_vehicle_bumblebee_healgun_sps;
84 float autocvar_g_vehicle_bumblebee_healgun_locktime;
86 float autocvar_g_vehicle_bumblebee_respawntime;
88 float autocvar_g_vehicle_bumblebee_blowup_radius;
89 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
90 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
91 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
92 vector autocvar_g_vehicle_bumblebee_bouncepain;
94 bool autocvar_g_vehicle_bumblebee = 0;
96 float bumble_raygun_send(entity to, int sf);
98 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
100 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
101 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
102 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
103 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
104 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
107 float bumblebee_gunner_frame()
109 entity vehic = self.vehicle.owner;
110 entity gun = self.vehicle;
111 entity gunner = self;
114 vehic.solid = SOLID_NOT;
115 //setorigin(gunner, vehic.origin);
116 gunner.velocity = vehic.velocity;
119 vehic.angles_x *= -1;
120 makevectors(vehic.angles);
121 vehic.angles_x *= -1;
122 if(gun == vehic.gun1)
124 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
125 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
126 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
130 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
131 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
132 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
135 crosshair_trace(gunner);
136 vector _ct = trace_endpos;
139 if(autocvar_g_vehicle_bumblebee_cannon_lock)
141 if(gun.lock_time < time)
145 if(trace_ent.movetype)
146 if(trace_ent.takedamage)
147 if(!trace_ent.deadflag)
149 if(DIFF_TEAM(trace_ent, gunner))
151 gun.enemy = trace_ent;
152 gun.lock_time = time + 5;
159 float distance, impact_time;
161 vector vf = real_origin(gun.enemy);
162 vector _vel = gun.enemy.velocity;
163 if(gun.enemy.movetype == MOVETYPE_WALK)
168 distance = vlen(ad - gunner.origin);
169 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
170 ad = vf + _vel * impact_time;
174 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
175 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
176 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
177 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
181 vehicle_aimturret(vehic, _ct, gun, "fire",
182 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
183 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
185 if(!forbidWeaponUse(gunner))
186 if(gunner.BUTTON_ATCK)
187 if(time > gun.attack_finished_single)
188 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
190 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
191 bumblebee_fire_cannon(gun, "fire", gunner);
193 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
196 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
198 if(vehic.vehicle_flags & VHF_HASSHIELD)
199 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
201 ad = gettaginfo(gun, gettagindex(gun, "fire"));
202 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
204 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
207 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
209 vehic.solid = SOLID_BBOX;
210 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
211 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
217 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
222 tracebox(gunner.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, player);
223 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
226 mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size
229 v2 = 0.5 * (gunner.absmin + gunner.absmax);
230 for(i = 0; i < 100; ++i)
234 v = v2 + normalize(v) * mysize;
235 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, player);
236 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
240 return prefer_spot; // this should be considered a fallback?!
243 void bumblebee_gunner_exit(int _exitflag)
245 entity player = self;
246 entity gunner = player.vehicle;
247 entity vehic = gunner.owner;
249 if(IS_REAL_CLIENT(player))
252 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
253 WriteEntity(MSG_ONE, player);
255 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
256 WriteAngle(MSG_ONE, 0);
257 WriteAngle(MSG_ONE, vehic.angles.y);
258 WriteAngle(MSG_ONE, 0);
261 CSQCVehicleSetup(player, HUD_NORMAL);
262 setsize(player, PL_MIN, PL_MAX);
264 player.takedamage = DAMAGE_AIM;
265 player.solid = SOLID_SLIDEBOX;
266 player.movetype = MOVETYPE_WALK;
267 player.effects &= ~EF_NODRAW;
269 player.PlayerPhysplug = func_null;
270 player.view_ofs = PL_VIEW_OFS;
271 player.event_damage = PlayerDamage;
272 player.hud = HUD_NORMAL;
273 player.teleportable = TELEPORT_NORMAL;
274 player.switchweapon = gunner.switchweapon;
275 player.vehicle_enter_delay = time + 2;
277 fixedmakevectors(vehic.angles);
279 if(player == vehic.gunner1) { vehic.gunner1 = world; }
280 if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
282 vector spot = real_origin(gunner);
283 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
284 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
286 // TODO: figure a way to move player out of the gunner
288 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
289 player.velocity_z += 10;
291 gunner.phase = time + 5;
292 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
294 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
296 player.vehicle = world;
299 bool bumblebee_gunner_enter()
302 entity player = other;
303 entity gunner = world;
305 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
307 // we can have some fun
308 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
311 vehic.gunner2 = player;
316 vehic.gunner1 = player;
319 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
320 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
321 else { dprint("Vehicle is full, fail\n"); return false; }
323 player.vehicle = gunner;
324 player.angles = vehic.angles;
325 player.takedamage = DAMAGE_NO;
326 player.solid = SOLID_NOT;
328 player.movetype = MOVETYPE_NOCLIP;
329 player.event_damage = func_null;
330 player.view_ofs = '0 0 0';
331 player.hud = gunner.hud;
332 player.teleportable = false;
333 player.PlayerPhysplug = gunner.PlayerPhysplug;
334 player.vehicle_ammo1 = vehic.vehicle_ammo1;
335 player.vehicle_ammo2 = vehic.vehicle_ammo2;
336 player.vehicle_reload1 = vehic.vehicle_reload1;
337 player.vehicle_reload2 = vehic.vehicle_reload2;
338 player.vehicle_energy = vehic.vehicle_energy;
339 player.flags &= ~FL_ONGROUND;
341 RemoveGrapplingHook(player);
343 gunner.switchweapon = player.switchweapon;
344 gunner.vehicle_exit = bumblebee_gunner_exit;
345 gunner.vehicle_hudmodel.viewmodelforclient = player;
347 if(IS_REAL_CLIENT(player))
350 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
351 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
353 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
354 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
355 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
356 WriteAngle(MSG_ONE, 0); // roll
359 CSQCVehicleSetup(player, player.hud);
361 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
366 bool vehicles_valid_pilot()
368 if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
371 if((!IS_PLAYER(other))
372 || (other.deadflag != DEAD_NO)
374 || (DIFF_TEAM(other, self))
380 void bumblebee_touch()
382 if(autocvar_g_vehicles_enter) { return; }
384 if(self.gunner1 != world && self.gunner2 != world)
390 if(vehicles_valid_pilot())
392 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
394 if(time >= other.vehicle_enter_delay && phase_time)
395 if(bumblebee_gunner_enter())
402 void bumblebee_regen()
404 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
405 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
406 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
408 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
409 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
410 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
412 if(self.vehicle_flags & VHF_SHIELDREGEN)
413 vehicles_regen(self.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
415 if(self.vehicle_flags & VHF_HEALTHREGEN)
416 vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
418 if(self.vehicle_flags & VHF_ENERGYREGEN)
419 vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
423 float bumblebee_pilot_frame()
428 if(intermission_running)
430 self.vehicle.velocity = '0 0 0';
431 self.vehicle.avelocity = '0 0 0';
436 vehic = self.vehicle;
439 if(vehic.deadflag != DEAD_NO)
442 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
448 crosshair_trace(pilot);
454 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
457 if(newvel.x > 180) newvel.x -= 360;
458 if(newvel.x < -180) newvel.x += 360;
459 if(newvel.y > 180) newvel.y -= 360;
460 if(newvel.y < -180) newvel.y += 360;
462 ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
463 if(ftmp > 180) ftmp -= 360;
464 if(ftmp < -180) ftmp += 360;
465 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
469 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
471 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
474 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
475 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
476 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
478 vehic.angles_x = anglemods(vehic.angles.x);
479 vehic.angles_y = anglemods(vehic.angles.y);
480 vehic.angles_z = anglemods(vehic.angles.z);
482 makevectors('0 1 0' * vehic.angles.y);
483 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
485 if(pilot.movement.x != 0)
487 if(pilot.movement.x > 0)
488 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
489 else if(pilot.movement.x < 0)
490 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
493 if(pilot.movement.y != 0)
495 if(pilot.movement.y < 0)
496 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
497 else if(pilot.movement.y > 0)
498 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
499 ftmp = newvel * v_right;
500 ftmp *= frametime * 0.1;
501 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
505 vehic.angles_z *= 0.95;
506 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
510 if(pilot.BUTTON_CROUCH)
511 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
512 else if(pilot.BUTTON_JUMP)
513 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
515 vehic.velocity += newvel * frametime;
516 pilot.velocity = pilot.movement = vehic.velocity;
519 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
521 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
522 vehic.tur_head.enemy = world;
525 if(trace_ent.movetype)
526 if(trace_ent.takedamage)
527 if(!trace_ent.deadflag)
531 if(trace_ent.team == pilot.team)
533 vehic.tur_head.enemy = trace_ent;
534 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
539 vehic.tur_head.enemy = trace_ent;
540 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
544 if(vehic.tur_head.enemy)
546 trace_endpos = real_origin(vehic.tur_head.enemy);
547 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
551 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
552 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
553 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
555 if(!forbidWeaponUse(pilot))
556 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
558 vehic.gun3.enemy.realowner = pilot;
559 vehic.gun3.enemy.effects &= ~EF_NODRAW;
561 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
562 vehic.gun3.enemy.SendFlags |= BRG_START;
564 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
568 if(autocvar_g_vehicle_bumblebee_raygun)
570 Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
571 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
575 if(trace_ent.deadflag == DEAD_NO)
576 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
579 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
581 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
582 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
584 if(autocvar_g_vehicle_bumblebee_healgun_hps)
585 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
587 else if(IS_CLIENT(trace_ent))
589 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
590 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
592 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
593 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
595 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
597 else if(IS_TURRET(trace_ent))
599 if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
600 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
601 //else ..hmmm what? ammo?
603 trace_ent.SendFlags |= TNSF_STATUS;
609 vehic.gun3.enemy.hook_end = trace_endpos;
610 setorigin(vehic.gun3.enemy, trace_endpos);
611 vehic.gun3.enemy.SendFlags |= BRG_END;
613 vehic.wait = time + 1;
616 vehic.gun3.enemy.effects |= EF_NODRAW;
619 remove(vehic.gun3.enemy);
621 vehic.gun3.enemy = world;
625 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
626 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
628 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
629 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
631 if(vehic.vehicle_flags & VHF_HASSHIELD)
632 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
634 vehic.angles_x *= -1;
635 makevectors(vehic.angles);
636 vehic.angles_x *= -1;
637 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
639 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
645 void bumblebee_land()
649 hgt = raptor_altitude(512);
650 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
651 self.angles_x *= 0.95;
652 self.angles_z *= 0.95;
655 self.think = vehicles_think;
657 self.nextthink = time;
659 CSQCMODEL_AUTOUPDATE();
662 void bumblebee_exit(float eject)
664 if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
666 bumblebee_gunner_exit(eject);
670 self.touch = vehicles_touch;
672 if(self.deadflag == DEAD_NO)
674 self.think = bumblebee_land;
675 self.nextthink = time;
678 self.movetype = MOVETYPE_TOSS;
683 fixedmakevectors(self.angles);
685 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
686 spot = self.origin + v_up * 128 + v_forward * 300;
688 spot = self.origin + v_up * 128 - v_forward * 300;
690 spot = vehicles_findgoodexit(spot);
693 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
694 self.gun3.enemy.effects |= EF_NODRAW;
697 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
698 self.owner.velocity_z += 10;
699 setorigin(self.owner, spot);
701 antilag_clear(self.owner);
705 void bumblebee_blowup()
707 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
708 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
709 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
710 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
711 DEATH_VH_BUMB_DEATH, world);
713 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
714 Send_Effect("explosion_big", (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
716 if(self.owner.deadflag == DEAD_DYING)
717 self.owner.deadflag = DEAD_DEAD;
722 void bumblebee_diethink()
724 if(time >= self.wait)
725 self.think = bumblebee_blowup;
729 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
730 Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
733 self.nextthink = time + 0.1;
736 float bumble_raygun_send(entity to, float sf)
738 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
740 WriteByte(MSG_ENTITY, sf);
743 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
744 WriteByte(MSG_ENTITY, self.realowner.team);
745 WriteByte(MSG_ENTITY, self.cnt);
750 WriteCoord(MSG_ENTITY, self.hook_start_x);
751 WriteCoord(MSG_ENTITY, self.hook_start_y);
752 WriteCoord(MSG_ENTITY, self.hook_start_z);
757 WriteCoord(MSG_ENTITY, self.hook_end_x);
758 WriteCoord(MSG_ENTITY, self.hook_end_y);
759 WriteCoord(MSG_ENTITY, self.hook_end_z);
765 void spawnfunc_vehicle_bumblebee()
767 if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
768 if(!vehicle_initialize(VEH_BUMBLEBEE.vehicleid, false)) { remove(self); return; }
771 float v_bumblebee(float req)
777 if(autocvar_g_vehicle_bumblebee_bouncepain)
778 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
784 self.touch = bumblebee_touch;
786 self.movetype = MOVETYPE_BOUNCEMISSILE;
791 self.angles_z *= 0.8;
792 self.angles_x *= 0.8;
794 self.nextthink = time;
798 entity oldself = self;
802 oldself.gun1.vehicle_exit(VHEF_EJECT);
803 entity oldother = other;
815 oldself.gun2.vehicle_exit(VHEF_EJECT);
816 entity oldother = other;
830 entity oldself = self;
832 CSQCModel_UnlinkEntity();
835 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
836 self.gun3.enemy.effects |= EF_NODRAW;
841 oldself.gun1.vehicle_exit(VHEF_EJECT);
848 oldself.gun2.vehicle_exit(VHEF_EJECT);
852 self.vehicle_exit(VHEF_EJECT);
854 fixedmakevectors(self.angles);
855 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
856 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
857 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
859 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
862 _body.touch = bumblebee_blowup;
864 _body.touch = func_null;
866 _body.think = bumblebee_diethink;
867 _body.nextthink = time;
868 _body.wait = time + 2 + (random() * 8);
870 _body.enemy = self.enemy;
872 _body.angles = self.angles;
874 Send_Effect("explosion_medium", findbetterlocation(self.origin, 16), '0 0 0', 1);
877 self.event_damage = func_null;
878 self.solid = SOLID_NOT;
879 self.takedamage = DAMAGE_NO;
880 self.deadflag = DEAD_DYING;
881 self.movetype = MOVETYPE_NONE;
882 self.effects = EF_NODRAW;
883 self.colormod = '0 0 0';
884 self.avelocity = '0 0 0';
885 self.velocity = '0 0 0';
886 self.touch = func_null;
889 setorigin(self, self.pos1);
896 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
897 self.vehicle_shieldent = spawn();
898 self.vehicle_shieldent.effects = EF_LOWPRECISION;
899 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
900 setattachment(self.vehicle_shieldent, self, "");
901 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
902 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
903 self.vehicle_shieldent.think = shieldhit_think;
904 self.vehicle_shieldent.alpha = -1;
905 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
911 self.vehicle_flags |= VHF_MULTISLOT;
913 self.gun1.owner = self;
914 self.gun2.owner = self;
915 self.gun3.owner = self;
917 self.gun1.classname = self.gun2.classname = "vehicle_playerslot";
919 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
920 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
921 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
923 setattachment(self.gun1, self, "cannon_right");
924 setattachment(self.gun2, self, "cannon_left");
926 // Angled bones are no fun, messes up gun-aim; so work arround it.
927 self.gun3.pos1 = self.angles;
928 self.angles = '0 0 0';
929 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
931 setattachment(self.gun3, self, "");
932 setorigin(self.gun3, ofs);
933 self.angles = self.gun3.pos1;
935 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
936 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
938 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
939 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
942 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
943 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
945 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
946 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
951 if(self.gun3.enemy == world)
953 self.gun3.enemy = spawn();
954 Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
955 self.gun3.enemy.SendFlags = BRG_SETUP;
956 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
957 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
961 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
962 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
963 self.solid = SOLID_BBOX;
964 self.movetype = MOVETYPE_TOSS;
965 self.damageforcescale = 0.025;
967 self.PlayerPhysplug = bumblebee_pilot_frame;
969 setorigin(self, self.origin + '0 0 25');
974 if(autocvar_g_vehicle_bumblebee_energy)
975 if(autocvar_g_vehicle_bumblebee_energy_regen)
976 self.vehicle_flags |= VHF_ENERGYREGEN;
978 if(autocvar_g_vehicle_bumblebee_shield)
979 self.vehicle_flags |= VHF_HASSHIELD;
981 if(autocvar_g_vehicle_bumblebee_shield_regen)
982 self.vehicle_flags |= VHF_SHIELDREGEN;
984 if(autocvar_g_vehicle_bumblebee_health_regen)
985 self.vehicle_flags |= VHF_HEALTHREGEN;
987 self.vehicle_exit = bumblebee_exit;
988 self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
989 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
990 self.max_health = self.vehicle_health;
991 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
997 precache_model("models/vehicles/bumblebee_body.dpm");
998 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
999 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
1000 precache_model("models/vehicles/bumblebee_ray.dpm");
1001 precache_model("models/vehicles/wakizashi_cockpit.dpm");
1002 precache_model("models/vehicles/spiderbot_cockpit.dpm");
1003 precache_model("models/vehicles/raptor_cockpit.dpm");
1014 void CSQC_BUMBLE_GUN_HUD()
1016 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
1017 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1018 string_null, '0 0 0',
1022 void bumble_raygun_draw()
1026 vector _vtmp1, _vtmp2;
1028 _len = vlen(self.origin - self.move_origin);
1029 _dir = normalize(self.move_origin - self.origin);
1031 if(self.total_damages < time)
1033 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1034 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1035 self.total_damages = time + 0.1;
1038 float i, df, sz, al;
1039 for(i = -0.1; i < 0.2; i += 0.1)
1041 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1042 sz = 5 + random() * 5;
1043 al = 0.25 + random() * 0.5;
1044 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1045 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
1046 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1048 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1049 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
1050 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1052 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1053 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
1054 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1056 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1060 void bumble_raygun_read(bool bIsNew)
1062 int sf = ReadByte();
1066 self.cnt = ReadByte();
1067 self.team = ReadByte();
1068 self.cnt = ReadByte();
1071 self.colormod = '1 0 0';
1073 self.colormod = '0 1 0';
1075 self.traileffect = particleeffectnum("healray_muzzleflash");
1076 self.lip = particleeffectnum("healray_impact");
1078 self.draw = bumble_raygun_draw;
1084 self.origin_x = ReadCoord();
1085 self.origin_y = ReadCoord();
1086 self.origin_z = ReadCoord();
1087 setorigin(self, self.origin);
1092 self.move_origin_x = ReadCoord();
1093 self.move_origin_y = ReadCoord();
1094 self.move_origin_z = ReadCoord();
1098 float v_bumblebee(float req)
1104 Vehicles_drawHUD("vehicle_bumble", "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
1105 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1106 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1112 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
1113 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
1114 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
1127 #endif // REGISTER_VEHICLE