1 #ifdef REGISTER_VEHICLE
3 /* VEH_##id */ BUMBLEBEE,
4 /* function */ v_bumblebee,
5 /* spawnflags */ VHF_DMGSHAKE,
6 /* mins,maxs */ '-245 -130 -130', '230 130 130',
7 /* model */ "models/vehicles/bumblebee_body.dpm",
9 /* hud_model */ "models/vehicles/spiderbot_cockpit.dpm",
10 /* tags */ "", "", "tag_viewport",
11 /* netname */ "bumblebee",
12 /* fullname */ _("Bumblebee")
16 const float BRG_SETUP = 2;
17 const float BRG_START = 4;
18 const float BRG_END = 8;
21 float autocvar_g_vehicle_bumblebee_speed_forward;
22 float autocvar_g_vehicle_bumblebee_speed_strafe;
23 float autocvar_g_vehicle_bumblebee_speed_up;
24 float autocvar_g_vehicle_bumblebee_speed_down;
25 float autocvar_g_vehicle_bumblebee_turnspeed;
26 float autocvar_g_vehicle_bumblebee_pitchspeed;
27 float autocvar_g_vehicle_bumblebee_pitchlimit;
28 float autocvar_g_vehicle_bumblebee_friction;
30 float autocvar_g_vehicle_bumblebee_energy;
31 float autocvar_g_vehicle_bumblebee_energy_regen;
32 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
34 float autocvar_g_vehicle_bumblebee_health;
35 float autocvar_g_vehicle_bumblebee_health_regen;
36 float autocvar_g_vehicle_bumblebee_health_regen_pause;
38 float autocvar_g_vehicle_bumblebee_shield;
39 float autocvar_g_vehicle_bumblebee_shield_regen;
40 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
42 float autocvar_g_vehicle_bumblebee_cannon_cost;
43 float autocvar_g_vehicle_bumblebee_cannon_damage;
44 float autocvar_g_vehicle_bumblebee_cannon_radius;
45 float autocvar_g_vehicle_bumblebee_cannon_refire;
46 float autocvar_g_vehicle_bumblebee_cannon_speed;
47 float autocvar_g_vehicle_bumblebee_cannon_spread;
48 float autocvar_g_vehicle_bumblebee_cannon_force;
50 float autocvar_g_vehicle_bumblebee_cannon_ammo;
51 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
52 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
54 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
56 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
57 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
58 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
59 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
60 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
63 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
64 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
65 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
66 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
68 float autocvar_g_vehicle_bumblebee_raygun_range;
69 float autocvar_g_vehicle_bumblebee_raygun_dps;
70 float autocvar_g_vehicle_bumblebee_raygun_aps;
71 float autocvar_g_vehicle_bumblebee_raygun_fps;
73 float autocvar_g_vehicle_bumblebee_raygun;
74 float autocvar_g_vehicle_bumblebee_healgun_hps;
75 float autocvar_g_vehicle_bumblebee_healgun_hmax;
76 float autocvar_g_vehicle_bumblebee_healgun_aps;
77 float autocvar_g_vehicle_bumblebee_healgun_amax;
78 float autocvar_g_vehicle_bumblebee_healgun_sps;
79 float autocvar_g_vehicle_bumblebee_healgun_locktime;
81 float autocvar_g_vehicle_bumblebee_respawntime;
83 float autocvar_g_vehicle_bumblebee_blowup_radius;
84 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
85 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
86 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
87 vector autocvar_g_vehicle_bumblebee_bouncepain;
89 bool autocvar_g_vehicle_bumblebee = 0;
91 float bumble_raygun_send(entity to, int sf);
93 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
95 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
96 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
97 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
98 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
99 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
102 float bumblebee_gunner_frame()
104 entity vehic = self.vehicle.owner;
105 entity gun = self.vehicle;
106 entity gunner = self;
109 vehic.solid = SOLID_NOT;
110 //setorigin(gunner, vehic.origin);
111 gunner.velocity = vehic.velocity;
114 vehic.angles_x *= -1;
115 makevectors(vehic.angles);
116 vehic.angles_x *= -1;
117 if(gun == vehic.gun1)
119 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
120 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
121 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
125 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
126 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
127 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
130 crosshair_trace(gunner);
131 vector _ct = trace_endpos;
134 if(autocvar_g_vehicle_bumblebee_cannon_lock)
136 if(gun.lock_time < time)
140 if(trace_ent.movetype)
141 if(trace_ent.takedamage)
142 if(!trace_ent.deadflag)
144 if(DIFF_TEAM(trace_ent, gunner))
146 gun.enemy = trace_ent;
147 gun.lock_time = time + 5;
154 float distance, impact_time;
156 vector vf = real_origin(gun.enemy);
157 vector _vel = gun.enemy.velocity;
158 if(gun.enemy.movetype == MOVETYPE_WALK)
163 distance = vlen(ad - gunner.origin);
164 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
165 ad = vf + _vel * impact_time;
169 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
170 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
171 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
172 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
176 vehicle_aimturret(vehic, _ct, gun, "fire",
177 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
178 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
180 if(!forbidWeaponUse(gunner))
181 if(gunner.BUTTON_ATCK)
182 if(time > gun.attack_finished_single)
183 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
185 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
186 bumblebee_fire_cannon(gun, "fire", gunner);
188 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
191 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
193 if(vehic.vehicle_flags & VHF_HASSHIELD)
194 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
196 ad = gettaginfo(gun, gettagindex(gun, "fire"));
197 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
199 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
202 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
204 vehic.solid = SOLID_BBOX;
205 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
206 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
212 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
217 tracebox(gunner.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, player);
218 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
221 mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size
224 v2 = 0.5 * (gunner.absmin + gunner.absmax);
225 for(i = 0; i < 100; ++i)
229 v = v2 + normalize(v) * mysize;
230 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, player);
231 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
235 return prefer_spot; // this should be considered a fallback?!
238 void bumblebee_gunner_exit(int _exitflag)
240 entity player = self;
241 entity gunner = player.vehicle;
242 entity vehic = gunner.owner;
244 if(IS_REAL_CLIENT(player))
247 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
248 WriteEntity(MSG_ONE, player);
250 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
251 WriteAngle(MSG_ONE, 0);
252 WriteAngle(MSG_ONE, vehic.angles.y);
253 WriteAngle(MSG_ONE, 0);
256 CSQCVehicleSetup(player, HUD_NORMAL);
257 setsize(player, PL_MIN, PL_MAX);
259 player.takedamage = DAMAGE_AIM;
260 player.solid = SOLID_SLIDEBOX;
261 player.movetype = MOVETYPE_WALK;
262 player.effects &= ~EF_NODRAW;
264 player.PlayerPhysplug = func_null;
265 player.view_ofs = PL_VIEW_OFS;
266 player.event_damage = PlayerDamage;
267 player.hud = HUD_NORMAL;
268 player.teleportable = TELEPORT_NORMAL;
269 player.switchweapon = gunner.switchweapon;
270 player.vehicle_enter_delay = time + 2;
272 fixedmakevectors(vehic.angles);
274 if(player == vehic.gunner1) { vehic.gunner1 = world; }
275 if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
277 vector spot = real_origin(gunner);
278 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
279 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
281 // TODO: figure a way to move player out of the gunner
283 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
284 player.velocity_z += 10;
286 gunner.phase = time + 5;
287 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
289 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
291 player.vehicle = world;
294 bool bumblebee_gunner_enter()
297 entity player = other;
298 entity gunner = world;
300 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
302 // we can have some fun
303 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
306 vehic.gunner2 = player;
311 vehic.gunner1 = player;
314 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
315 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
316 else { dprint("Vehicle is full, fail\n"); return false; }
318 player.vehicle = gunner;
319 player.angles = vehic.angles;
320 player.takedamage = DAMAGE_NO;
321 player.solid = SOLID_NOT;
323 player.movetype = MOVETYPE_NOCLIP;
324 player.event_damage = func_null;
325 player.view_ofs = '0 0 0';
326 player.hud = gunner.hud;
327 player.teleportable = false;
328 player.PlayerPhysplug = gunner.PlayerPhysplug;
329 player.vehicle_ammo1 = vehic.vehicle_ammo1;
330 player.vehicle_ammo2 = vehic.vehicle_ammo2;
331 player.vehicle_reload1 = vehic.vehicle_reload1;
332 player.vehicle_reload2 = vehic.vehicle_reload2;
333 player.vehicle_energy = vehic.vehicle_energy;
334 player.flags &= ~FL_ONGROUND;
336 RemoveGrapplingHook(player);
338 gunner.switchweapon = player.switchweapon;
339 gunner.vehicle_exit = bumblebee_gunner_exit;
340 gunner.vehicle_hudmodel.viewmodelforclient = player;
342 if(IS_REAL_CLIENT(player))
345 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
346 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
348 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
349 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
350 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
351 WriteAngle(MSG_ONE, 0); // roll
354 CSQCVehicleSetup(player, player.hud);
356 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
361 bool vehicles_valid_pilot()
363 if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
366 if((!IS_PLAYER(other))
367 || (other.deadflag != DEAD_NO)
369 || (DIFF_TEAM(other, self))
375 void bumblebee_touch()
377 if(autocvar_g_vehicles_enter) { return; }
379 if(self.gunner1 != world && self.gunner2 != world)
385 if(vehicles_valid_pilot())
387 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
389 if(time >= other.vehicle_enter_delay && phase_time)
390 if(bumblebee_gunner_enter())
397 void bumblebee_regen()
399 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
400 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
401 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
403 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
404 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
405 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
407 if(self.vehicle_flags & VHF_SHIELDREGEN)
408 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);
410 if(self.vehicle_flags & VHF_HEALTHREGEN)
411 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);
413 if(self.vehicle_flags & VHF_ENERGYREGEN)
414 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);
418 float bumblebee_pilot_frame()
423 if(intermission_running)
425 self.vehicle.velocity = '0 0 0';
426 self.vehicle.avelocity = '0 0 0';
431 vehic = self.vehicle;
434 if(vehic.deadflag != DEAD_NO)
437 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
443 crosshair_trace(pilot);
449 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
452 if(newvel.x > 180) newvel.x -= 360;
453 if(newvel.x < -180) newvel.x += 360;
454 if(newvel.y > 180) newvel.y -= 360;
455 if(newvel.y < -180) newvel.y += 360;
457 ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
458 if(ftmp > 180) ftmp -= 360;
459 if(ftmp < -180) ftmp += 360;
460 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
464 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
466 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
469 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
470 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
471 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
473 vehic.angles_x = anglemods(vehic.angles.x);
474 vehic.angles_y = anglemods(vehic.angles.y);
475 vehic.angles_z = anglemods(vehic.angles.z);
477 makevectors('0 1 0' * vehic.angles.y);
478 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
480 if(pilot.movement.x != 0)
482 if(pilot.movement.x > 0)
483 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
484 else if(pilot.movement.x < 0)
485 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
488 if(pilot.movement.y != 0)
490 if(pilot.movement.y < 0)
491 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
492 else if(pilot.movement.y > 0)
493 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
494 ftmp = newvel * v_right;
495 ftmp *= frametime * 0.1;
496 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
500 vehic.angles_z *= 0.95;
501 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
505 if(pilot.BUTTON_CROUCH)
506 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
507 else if(pilot.BUTTON_JUMP)
508 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
510 vehic.velocity += newvel * frametime;
511 pilot.velocity = pilot.movement = vehic.velocity;
514 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
516 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
517 vehic.tur_head.enemy = world;
520 if(trace_ent.movetype)
521 if(trace_ent.takedamage)
522 if(!trace_ent.deadflag)
526 if(trace_ent.team == pilot.team)
528 vehic.tur_head.enemy = trace_ent;
529 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
534 vehic.tur_head.enemy = trace_ent;
535 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
539 if(vehic.tur_head.enemy)
541 trace_endpos = real_origin(vehic.tur_head.enemy);
542 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
546 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
547 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
548 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
550 if(!forbidWeaponUse(pilot))
551 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
553 vehic.gun3.enemy.realowner = pilot;
554 vehic.gun3.enemy.effects &= ~EF_NODRAW;
556 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
557 vehic.gun3.enemy.SendFlags |= BRG_START;
559 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
563 if(autocvar_g_vehicle_bumblebee_raygun)
565 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);
566 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
570 if(trace_ent.deadflag == DEAD_NO)
571 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
574 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
576 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
577 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
579 if(autocvar_g_vehicle_bumblebee_healgun_hps)
580 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
582 else if(IS_CLIENT(trace_ent))
584 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
585 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
587 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
588 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
590 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
592 else if(IS_TURRET(trace_ent))
594 if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
595 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
596 //else ..hmmm what? ammo?
598 trace_ent.SendFlags |= TNSF_STATUS;
604 vehic.gun3.enemy.hook_end = trace_endpos;
605 setorigin(vehic.gun3.enemy, trace_endpos);
606 vehic.gun3.enemy.SendFlags |= BRG_END;
608 vehic.wait = time + 1;
611 vehic.gun3.enemy.effects |= EF_NODRAW;
614 remove(vehic.gun3.enemy);
616 vehic.gun3.enemy = world;
620 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
621 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
623 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
624 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
626 if(vehic.vehicle_flags & VHF_HASSHIELD)
627 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
629 vehic.angles_x *= -1;
630 makevectors(vehic.angles);
631 vehic.angles_x *= -1;
632 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
634 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
640 void bumblebee_land()
644 hgt = raptor_altitude(512);
645 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
646 self.angles_x *= 0.95;
647 self.angles_z *= 0.95;
650 self.think = vehicles_think;
652 self.nextthink = time;
654 CSQCMODEL_AUTOUPDATE();
657 void bumblebee_exit(float eject)
659 if(self.owner.vehicleid == VEH_BUMBLEBEE)
661 bumblebee_gunner_exit(eject);
665 self.touch = vehicles_touch;
667 if(self.deadflag == DEAD_NO)
669 self.think = bumblebee_land;
670 self.nextthink = time;
673 self.movetype = MOVETYPE_TOSS;
678 fixedmakevectors(self.angles);
680 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
681 spot = self.origin + v_up * 128 + v_forward * 300;
683 spot = self.origin + v_up * 128 - v_forward * 300;
685 spot = vehicles_findgoodexit(spot);
688 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
689 self.gun3.enemy.effects |= EF_NODRAW;
692 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
693 self.owner.velocity_z += 10;
694 setorigin(self.owner, spot);
696 antilag_clear(self.owner);
700 void bumblebee_blowup()
702 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
703 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
704 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
705 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
706 DEATH_VH_BUMB_DEATH, world);
708 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
709 Send_Effect("explosion_big", (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
711 if(self.owner.deadflag == DEAD_DYING)
712 self.owner.deadflag = DEAD_DEAD;
717 void bumblebee_diethink()
719 if(time >= self.wait)
720 self.think = bumblebee_blowup;
724 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
725 Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
728 self.nextthink = time + 0.1;
731 float bumble_raygun_send(entity to, float sf)
733 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
735 WriteByte(MSG_ENTITY, sf);
738 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
739 WriteByte(MSG_ENTITY, self.realowner.team);
740 WriteByte(MSG_ENTITY, self.cnt);
745 WriteCoord(MSG_ENTITY, self.hook_start_x);
746 WriteCoord(MSG_ENTITY, self.hook_start_y);
747 WriteCoord(MSG_ENTITY, self.hook_start_z);
752 WriteCoord(MSG_ENTITY, self.hook_end_x);
753 WriteCoord(MSG_ENTITY, self.hook_end_y);
754 WriteCoord(MSG_ENTITY, self.hook_end_z);
760 void spawnfunc_vehicle_bumblebee()
762 if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
763 if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
766 float v_bumblebee(float req)
772 if(autocvar_g_vehicle_bumblebee_bouncepain)
773 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
779 self.touch = bumblebee_touch;
781 self.movetype = MOVETYPE_BOUNCEMISSILE;
786 self.angles_z *= 0.8;
787 self.angles_x *= 0.8;
789 self.nextthink = time;
793 entity oldself = self;
797 oldself.gun1.vehicle_exit(VHEF_EJECT);
798 entity oldother = other;
810 oldself.gun2.vehicle_exit(VHEF_EJECT);
811 entity oldother = other;
825 entity oldself = self;
827 CSQCModel_UnlinkEntity();
830 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
831 self.gun3.enemy.effects |= EF_NODRAW;
836 oldself.gun1.vehicle_exit(VHEF_EJECT);
843 oldself.gun2.vehicle_exit(VHEF_EJECT);
847 self.vehicle_exit(VHEF_EJECT);
849 fixedmakevectors(self.angles);
850 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
851 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
852 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
854 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
857 _body.touch = bumblebee_blowup;
859 _body.touch = func_null;
861 _body.think = bumblebee_diethink;
862 _body.nextthink = time;
863 _body.wait = time + 2 + (random() * 8);
865 _body.enemy = self.enemy;
867 _body.angles = self.angles;
869 Send_Effect("explosion_medium", findbetterlocation(self.origin, 16), '0 0 0', 1);
872 self.event_damage = func_null;
873 self.solid = SOLID_NOT;
874 self.takedamage = DAMAGE_NO;
875 self.deadflag = DEAD_DYING;
876 self.movetype = MOVETYPE_NONE;
877 self.effects = EF_NODRAW;
878 self.colormod = '0 0 0';
879 self.avelocity = '0 0 0';
880 self.velocity = '0 0 0';
881 self.touch = func_null;
884 setorigin(self, self.pos1);
891 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
892 self.vehicle_shieldent = spawn();
893 self.vehicle_shieldent.effects = EF_LOWPRECISION;
894 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
895 setattachment(self.vehicle_shieldent, self, "");
896 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
897 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
898 self.vehicle_shieldent.think = shieldhit_think;
899 self.vehicle_shieldent.alpha = -1;
900 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
906 self.vehicle_flags |= VHF_MULTISLOT;
908 self.gun1.owner = self;
909 self.gun2.owner = self;
910 self.gun3.owner = self;
912 self.gun1.classname = self.gun2.classname = "vehicle_playerslot";
914 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
915 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
916 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
918 setattachment(self.gun1, self, "cannon_right");
919 setattachment(self.gun2, self, "cannon_left");
921 // Angled bones are no fun, messes up gun-aim; so work arround it.
922 self.gun3.pos1 = self.angles;
923 self.angles = '0 0 0';
924 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
926 setattachment(self.gun3, self, "");
927 setorigin(self.gun3, ofs);
928 self.angles = self.gun3.pos1;
930 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
931 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
933 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
934 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
937 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
938 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
940 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
941 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
946 if(self.gun3.enemy == world)
948 self.gun3.enemy = spawn();
949 Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
950 self.gun3.enemy.SendFlags = BRG_SETUP;
951 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
952 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
956 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
957 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
958 self.solid = SOLID_BBOX;
959 self.movetype = MOVETYPE_TOSS;
960 self.damageforcescale = 0.025;
962 self.PlayerPhysplug = bumblebee_pilot_frame;
964 setorigin(self, self.origin + '0 0 25');
969 if(autocvar_g_vehicle_bumblebee_energy)
970 if(autocvar_g_vehicle_bumblebee_energy_regen)
971 self.vehicle_flags |= VHF_ENERGYREGEN;
973 if(autocvar_g_vehicle_bumblebee_shield)
974 self.vehicle_flags |= VHF_HASSHIELD;
976 if(autocvar_g_vehicle_bumblebee_shield_regen)
977 self.vehicle_flags |= VHF_SHIELDREGEN;
979 if(autocvar_g_vehicle_bumblebee_health_regen)
980 self.vehicle_flags |= VHF_HEALTHREGEN;
982 self.vehicle_exit = bumblebee_exit;
983 self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
984 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
985 self.max_health = self.vehicle_health;
986 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
992 precache_model("models/vehicles/bumblebee_body.dpm");
993 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
994 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
995 precache_model("models/vehicles/bumblebee_ray.dpm");
996 precache_model("models/vehicles/wakizashi_cockpit.dpm");
997 precache_model("models/vehicles/spiderbot_cockpit.dpm");
998 precache_model("models/vehicles/raptor_cockpit.dpm");
1009 void CSQC_BUMBLE_GUN_HUD()
1011 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
1012 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1013 string_null, '0 0 0',
1017 void bumble_raygun_draw()
1021 vector _vtmp1, _vtmp2;
1023 _len = vlen(self.origin - self.move_origin);
1024 _dir = normalize(self.move_origin - self.origin);
1026 if(self.total_damages < time)
1028 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1029 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1030 self.total_damages = time + 0.1;
1033 float i, df, sz, al;
1034 for(i = -0.1; i < 0.2; i += 0.1)
1036 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1037 sz = 5 + random() * 5;
1038 al = 0.25 + random() * 0.5;
1039 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1040 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
1041 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1043 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1044 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
1045 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1047 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1048 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
1049 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1051 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1055 void bumble_raygun_read(bool bIsNew)
1057 int sf = ReadByte();
1061 self.cnt = ReadByte();
1062 self.team = ReadByte();
1063 self.cnt = ReadByte();
1066 self.colormod = '1 0 0';
1068 self.colormod = '0 1 0';
1070 self.traileffect = particleeffectnum("healray_muzzleflash");
1071 self.lip = particleeffectnum("healray_impact");
1073 self.draw = bumble_raygun_draw;
1079 self.origin_x = ReadCoord();
1080 self.origin_y = ReadCoord();
1081 self.origin_z = ReadCoord();
1082 setorigin(self, self.origin);
1087 self.move_origin_x = ReadCoord();
1088 self.move_origin_y = ReadCoord();
1089 self.move_origin_z = ReadCoord();
1093 float v_bumblebee(float req)
1099 Vehicles_drawHUD("vehicle_bumble", "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
1100 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1101 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1107 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
1108 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
1109 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
1122 #endif // REGISTER_VEHICLE