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Partial fix for players getting crushed when they exit gunner slot of bumblebee
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / unit / bumblebee.qc
1 #ifdef REGISTER_VEHICLE
2 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",
8 /* head_model */ "",
9 /* hud_model  */ "models/vehicles/spiderbot_cockpit.dpm",
10 /* tags           */ "", "", "tag_viewport",
11 /* netname        */ "bumblebee",
12 /* fullname   */ _("Bumblebee")
13 );
14 #else
15
16 const float BRG_SETUP = 2;
17 const float BRG_START = 4;
18 const float BRG_END = 8;
19
20 #ifdef SVQC
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;
29
30 float autocvar_g_vehicle_bumblebee_energy;
31 float autocvar_g_vehicle_bumblebee_energy_regen;
32 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
33
34 float autocvar_g_vehicle_bumblebee_health;
35 float autocvar_g_vehicle_bumblebee_health_regen;
36 float autocvar_g_vehicle_bumblebee_health_regen_pause;
37
38 float autocvar_g_vehicle_bumblebee_shield;
39 float autocvar_g_vehicle_bumblebee_shield_regen;
40 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
41
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;
49
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;
53
54 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
55
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;
61
62
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;
67
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;
72
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;
80
81 float autocvar_g_vehicle_bumblebee_respawntime;
82
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 var vector autocvar_g_vehicle_bumblebee_bouncepain;
88
89 var float autocvar_g_vehicle_bumblebee = 0;
90
91 float bumble_raygun_send(entity to, int sf);
92
93 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
94 {
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);
100 }
101
102 float bumblebee_gunner_frame()
103 {
104         entity vehic    = self.vehicle.owner;
105         entity gun      = self.vehicle;
106         entity gunner   = self;
107         self = vehic;
108
109         vehic.solid = SOLID_NOT;
110         //setorigin(gunner, vehic.origin);
111         gunner.velocity = vehic.velocity;
112
113         float _in, _out;
114         vehic.angles_x *= -1;
115         makevectors(vehic.angles);
116         vehic.angles_x *= -1;
117         if(gun == vehic.gun1)
118         {
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);
122         }
123         else
124         {
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);
128         }
129
130         crosshair_trace(gunner);
131         vector _ct = trace_endpos;
132         vector ad;
133
134         if(autocvar_g_vehicle_bumblebee_cannon_lock)
135         {
136                 if(gun.lock_time < time)
137                         gun.enemy = world;
138
139                 if(trace_ent)
140                         if(trace_ent.movetype)
141                                 if(trace_ent.takedamage)
142                                         if(!trace_ent.deadflag)
143                                         {
144                                                 if(DIFF_TEAM(trace_ent, gunner))
145                                                 {
146                                                         gun.enemy = trace_ent;
147                                                         gun.lock_time = time + 5;
148                                                 }
149                                         }
150         }
151
152         if(gun.enemy)
153         {
154                 float distance, impact_time;
155
156                 vector vf = real_origin(gun.enemy);
157                 vector _vel = gun.enemy.velocity;
158                 if(gun.enemy.movetype == MOVETYPE_WALK)
159                         _vel.z *= 0.1;
160
161
162                 ad = vf;
163                 distance = vlen(ad - gunner.origin);
164                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
165                 ad = vf + _vel * impact_time;
166                 trace_endpos = ad;
167
168
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);
173
174         }
175         else
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);
179
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)
184                         {
185                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
186                                 bumblebee_fire_cannon(gun, "fire", gunner);
187                                 gun.delay = time;
188                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
189                         }
190
191         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
192
193         if(vehic.vehicle_flags & VHF_HASSHIELD)
194                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
195
196         ad = gettaginfo(gun, gettagindex(gun, "fire"));
197         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
198
199         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
200
201         if(vehic.owner)
202                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
203
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;
207
208         self = gunner;
209         return 1;
210 }
211
212 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
213 {
214         //vector exitspot;
215         float mysize;
216
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)
219                 return prefer_spot;
220
221         mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size
222         float i;
223         vector v, v2;
224         v2 = 0.5 * (gunner.absmin + gunner.absmax);
225         for(i = 0; i < 100; ++i)
226         {
227                 v = randomvec();
228                 v_z = 0;
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)
232                         return v;
233         }
234
235         return prefer_spot; // this should be considered a fallback?!
236 }
237
238 void bumblebee_gunner_exit(int _exitflag)
239 {
240         entity player = self;
241         entity gunner = player.vehicle;
242         entity vehic = gunner.owner;
243
244         if(IS_REAL_CLIENT(player))
245         {
246                 msg_entity = player;
247                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
248                 WriteEntity(MSG_ONE, player);
249
250                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
251                 WriteAngle(MSG_ONE, 0);
252                 WriteAngle(MSG_ONE, vehic.angles.y);
253                 WriteAngle(MSG_ONE, 0);
254         }
255
256         CSQCVehicleSetup(player, HUD_NORMAL);
257         setsize(player, PL_MIN, PL_MAX);
258
259         player.takedamage     = DAMAGE_AIM;
260         player.solid          = SOLID_SLIDEBOX;
261         player.movetype       = MOVETYPE_WALK;
262         player.effects       &= ~EF_NODRAW;
263         player.alpha          = 1;
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;
271         player.spawnshieldtime = time + 0.5;
272
273         fixedmakevectors(vehic.angles);
274
275         if(player == vehic.gunner1) { vehic.gunner1 = world; }
276         if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
277
278         vector spot = real_origin(gunner);
279         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
280         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
281
282         // TODO: figure a way to move player out of the gunner
283
284         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
285         player.velocity_z += 10;
286
287         gunner.phase = time + 5;
288         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
289
290         vh_player = player;
291         vh_vehicle = gunner;
292         MUTATOR_CALLHOOK(VehicleExit);
293         player = vh_player;
294         gunner = vh_vehicle;
295
296         player.vehicle = world;
297 }
298
299 bool bumblebee_gunner_enter()
300 {
301         entity vehic = self;
302         entity player = other;
303         entity gunner = world;
304
305         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
306         {
307                 // we can have some fun
308                 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
309                 {
310                         gunner = vehic.gun2;
311                         vehic.gunner2 = player;
312                 }
313                 else
314                 {
315                         gunner = vehic.gun1;
316                         vehic.gunner1 = player;
317                 }
318         }
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; }
322
323         player.vehicle                  = gunner;
324         player.angles                   = vehic.angles;
325         player.takedamage               = DAMAGE_NO;
326         player.solid                    = SOLID_NOT;
327         player.alpha                    = -1;
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;
340
341         RemoveGrapplingHook(player);
342
343         gunner.switchweapon = player.switchweapon;
344         gunner.vehicle_exit = bumblebee_gunner_exit;
345         gunner.vehicle_hudmodel.viewmodelforclient = player;
346
347         if(IS_REAL_CLIENT(player))
348         {
349                 msg_entity = player;
350                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
351                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
352
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
357         }
358
359         CSQCVehicleSetup(player, player.hud);
360
361         vh_player = player;
362         vh_vehicle = gunner;
363         MUTATOR_CALLHOOK(VehicleEnter);
364         player = vh_player;
365         gunner = vh_vehicle;
366
367         return true;
368 }
369
370 bool vehicles_valid_pilot()
371 {
372         if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
373                 return false;
374
375         if((!IS_PLAYER(other))
376         || (other.deadflag != DEAD_NO)
377         || (other.vehicle)
378         || (DIFF_TEAM(other, self))
379         ) { return false; }
380
381         return true;
382 }
383
384 void bumblebee_touch()
385 {
386         if(autocvar_g_vehicles_enter) { return; }
387
388         if(self.gunner1 != world && self.gunner2 != world)
389         {
390                 vehicles_touch();
391                 return;
392         }
393
394         if(vehicles_valid_pilot())
395         {
396                 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
397
398                 if(time >= other.vehicle_enter_delay && phase_time)
399                 if(bumblebee_gunner_enter())
400                         return;
401         }
402
403         vehicles_touch();
404 }
405
406 void bumblebee_regen()
407 {
408         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
409                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
410                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
411
412         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
413                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
414                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
415
416         if(self.vehicle_flags  & VHF_SHIELDREGEN)
417                 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);
418
419         if(self.vehicle_flags  & VHF_HEALTHREGEN)
420                 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);
421
422         if(self.vehicle_flags  & VHF_ENERGYREGEN)
423                 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);
424
425 }
426
427 float bumblebee_pilot_frame()
428 {
429         entity pilot, vehic;
430         vector newvel;
431         
432         if(intermission_running)
433         {
434                 self.vehicle.velocity = '0 0 0';
435                 self.vehicle.avelocity = '0 0 0';
436                 return 1;
437         }
438
439         pilot = self;
440         vehic = self.vehicle;
441         self   = vehic;
442
443         if(vehic.deadflag != DEAD_NO)
444         {
445                 self = pilot;
446                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
447                 return 1;
448         }
449
450         bumblebee_regen();
451
452         crosshair_trace(pilot);
453
454         vector vang;
455         float ftmp;
456
457         vang = vehic.angles;
458         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
459         vang.x *= -1;
460         newvel.x *= -1;
461         if(newvel.x > 180)  newvel.x -= 360;
462         if(newvel.x < -180) newvel.x += 360;
463         if(newvel.y > 180)  newvel.y -= 360;
464         if(newvel.y < -180) newvel.y += 360;
465
466         ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
467         if(ftmp > 180)  ftmp -= 360;
468         if(ftmp < -180) ftmp += 360;
469         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
470
471         // Pitch
472         ftmp = 0;
473         if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
474                 ftmp = 4;
475         else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
476                 ftmp = -8;
477
478         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
479         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
480         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
481
482         vehic.angles_x = anglemods(vehic.angles.x);
483         vehic.angles_y = anglemods(vehic.angles.y);
484         vehic.angles_z = anglemods(vehic.angles.z);
485
486         makevectors('0 1 0' * vehic.angles.y);
487         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
488
489         if(pilot.movement.x != 0)
490         {
491                 if(pilot.movement.x > 0)
492                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
493                 else if(pilot.movement.x < 0)
494                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
495         }
496
497         if(pilot.movement.y != 0)
498         {
499                 if(pilot.movement.y < 0)
500                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
501                 else if(pilot.movement.y > 0)
502                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
503                 ftmp = newvel * v_right;
504                 ftmp *= frametime * 0.1;
505                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
506         }
507         else
508         {
509                 vehic.angles_z *= 0.95;
510                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
511                         vehic.angles_z = 0;
512         }
513
514         if(pilot.BUTTON_CROUCH)
515                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
516         else if(pilot.BUTTON_JUMP)
517                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
518
519         vehic.velocity  += newvel * frametime;
520         pilot.velocity = pilot.movement  = vehic.velocity;
521
522
523         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
524         {
525                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
526                         vehic.tur_head.enemy = world;
527
528                 if(trace_ent)
529                 if(trace_ent.movetype)
530                 if(trace_ent.takedamage)
531                 if(!trace_ent.deadflag)
532                 {
533                         if(teamplay)
534                         {
535                                 if(trace_ent.team == pilot.team)
536                                 {
537                                         vehic.tur_head.enemy = trace_ent;
538                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
539                                 }
540                         }
541                         else
542                         {
543                                 vehic.tur_head.enemy = trace_ent;
544                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
545                         }
546                 }
547
548                 if(vehic.tur_head.enemy)
549                 {
550                         trace_endpos = real_origin(vehic.tur_head.enemy);
551                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
552                 }
553         }
554
555         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
556                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
557                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
558
559         if(!forbidWeaponUse(pilot))
560         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
561         {
562                 vehic.gun3.enemy.realowner = pilot;
563                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
564
565                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
566                 vehic.gun3.enemy.SendFlags |= BRG_START;
567
568                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
569
570                 if(trace_ent)
571                 {
572                         if(autocvar_g_vehicle_bumblebee_raygun)
573                         {
574                                 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);
575                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
576                         }
577                         else
578                         {
579                                 if(trace_ent.deadflag == DEAD_NO)
580                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
581                                         {
582
583                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
584                                                 {
585                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
586                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
587
588                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
589                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
590                                                 }
591                                                 else if(IS_CLIENT(trace_ent))
592                                                 {
593                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
594                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
595
596                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
597                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
598
599                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
600                                                 }
601                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
602                                                 {
603                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
604                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
605                                                         //else ..hmmm what? ammo?
606
607                                                         trace_ent.SendFlags |= TNSF_STATUS;
608                                                 }
609                                         }
610                         }
611                 }
612
613                 vehic.gun3.enemy.hook_end = trace_endpos;
614                 setorigin(vehic.gun3.enemy, trace_endpos);
615                 vehic.gun3.enemy.SendFlags |= BRG_END;
616
617                 vehic.wait = time + 1;
618         }
619         else
620                 vehic.gun3.enemy.effects |= EF_NODRAW;
621         /*{
622                 if(vehic.gun3.enemy)
623                         remove(vehic.gun3.enemy);
624
625                 vehic.gun3.enemy = world;
626         }
627         */
628
629         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
630         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
631
632         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
633         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
634
635         if(vehic.vehicle_flags & VHF_HASSHIELD)
636                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
637
638         vehic.angles_x *= -1;
639         makevectors(vehic.angles);
640         vehic.angles_x *= -1;
641         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
642
643         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
644         self = pilot;
645
646         return 1;
647 }
648
649 void bumblebee_land()
650 {
651         float hgt;
652
653         hgt = raptor_altitude(512);
654         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
655         self.angles_x *= 0.95;
656         self.angles_z *= 0.95;
657
658         if(hgt < 16)
659                 self.think      = vehicles_think;
660
661         self.nextthink = time;
662         
663         CSQCMODEL_AUTOUPDATE();
664 }
665
666 void bumblebee_exit(float eject)
667 {
668         if(self.owner.vehicleid == VEH_BUMBLEBEE)
669         {
670                 bumblebee_gunner_exit(eject);
671                 return;
672         }
673
674         self.touch = vehicles_touch;
675
676         if(self.deadflag == DEAD_NO)
677         {
678                 self.think = bumblebee_land;
679                 self.nextthink  = time;
680         }
681         
682         self.movetype = MOVETYPE_TOSS;
683
684         if(!self.owner)
685                 return;
686
687         fixedmakevectors(self.angles);
688         vector spot;
689         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
690                 spot = self.origin + v_up * 128 + v_forward * 300;
691         else
692                 spot = self.origin + v_up * 128 - v_forward * 300;
693
694         spot = vehicles_findgoodexit(spot);
695
696         // Hide beam
697         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
698                 self.gun3.enemy.effects |= EF_NODRAW;
699         }
700
701         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
702         self.owner.velocity_z += 10;
703         setorigin(self.owner, spot);
704
705         antilag_clear(self.owner);
706         self.owner = world;
707 }
708
709 void bumblebee_blowup()
710 {
711         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
712                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
713                                  autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
714                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
715                                  DEATH_VH_BUMB_DEATH, world);
716
717         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
718         pointparticles(particleeffectnum("explosion_big"), (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
719
720         if(self.owner.deadflag == DEAD_DYING)
721                 self.owner.deadflag = DEAD_DEAD;
722
723         remove(self);
724 }
725
726 void bumblebee_diethink()
727 {
728         if(time >= self.wait)
729                 self.think = bumblebee_blowup;
730
731         if(random() < 0.1)
732         {
733                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
734                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
735         }
736
737         self.nextthink = time + 0.1;
738 }
739
740 float bumble_raygun_send(entity to, float sf)
741 {
742         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
743
744         WriteByte(MSG_ENTITY, sf);
745         if(sf & BRG_SETUP)
746         {
747                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
748                 WriteByte(MSG_ENTITY, self.realowner.team);
749                 WriteByte(MSG_ENTITY, self.cnt);
750         }
751
752         if(sf & BRG_START)
753         {
754                 WriteCoord(MSG_ENTITY, self.hook_start_x);
755                 WriteCoord(MSG_ENTITY, self.hook_start_y);
756                 WriteCoord(MSG_ENTITY, self.hook_start_z);
757         }
758
759         if(sf & BRG_END)
760         {
761                 WriteCoord(MSG_ENTITY, self.hook_end_x);
762                 WriteCoord(MSG_ENTITY, self.hook_end_y);
763                 WriteCoord(MSG_ENTITY, self.hook_end_z);
764         }
765
766         return true;
767 }
768
769 void spawnfunc_vehicle_bumblebee()
770 {
771         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
772         if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
773 }
774
775 float v_bumblebee(float req)
776 {
777         switch(req)
778         {
779                 case VR_IMPACT:
780                 {
781                         if(autocvar_g_vehicle_bumblebee_bouncepain)
782                                 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
783                                 
784                         return true;
785                 }
786                 case VR_ENTER:
787                 {
788                         self.touch = bumblebee_touch;
789                         self.nextthink = 0;
790                         self.movetype = MOVETYPE_BOUNCEMISSILE;
791                         return true;
792                 }
793                 case VR_THINK:
794                 {
795                         self.angles_z *= 0.8;
796                         self.angles_x *= 0.8;
797                         
798                         self.nextthink = time;
799                         
800                         if(!self.owner)
801                         {
802                                 entity oldself = self;          
803                                 if(self.gunner1)
804                                 {
805                                         self = self.gunner1;
806                                         oldself.gun1.vehicle_exit(VHEF_EJECT);
807                                         entity oldother = other;
808                                         other = self;
809                                         self = oldself;
810                                         self.phase = 0;
811                                         self.touch();
812                                         other = oldother;
813                                         return true;
814                                 }
815                                 
816                                 if(self.gunner2)
817                                 {
818                                         self = self.gunner2;
819                                         oldself.gun2.vehicle_exit(VHEF_EJECT);
820                                         entity oldother = other;
821                                         other = self;
822                                         self = oldself;
823                                         self.phase = 0;
824                                         self.touch();
825                                         other = oldother;
826                                         return true;
827                                 }               
828                         }
829                         
830                         return true;
831                 }
832                 case VR_DEATH:
833                 {
834                         entity oldself = self;
835
836                         CSQCModel_UnlinkEntity();
837
838                         // Hide beam
839                         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
840                                 self.gun3.enemy.effects |= EF_NODRAW;
841                         
842                         if(self.gunner1)
843                         {
844                                 self = self.gunner1;
845                                 oldself.gun1.vehicle_exit(VHEF_EJECT);
846                                 self = oldself;
847                         }
848
849                         if(self.gunner2)
850                         {
851                                 self = self.gunner2;
852                                 oldself.gun2.vehicle_exit(VHEF_EJECT);
853                                 self = oldself;
854                         }
855
856                         self.vehicle_exit(VHEF_EJECT);
857
858                         fixedmakevectors(self.angles);
859                         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
860                         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
861                         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
862
863                         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
864
865                         if(random() > 0.5)
866                                 _body.touch = bumblebee_blowup;
867                         else
868                                 _body.touch = func_null;
869                                 
870                         _body.think = bumblebee_diethink;
871                         _body.nextthink = time;
872                         _body.wait = time + 2 + (random() * 8);
873                         _body.owner = self;
874                         _body.enemy = self.enemy;
875                         _body.scale = 1.5;
876                         _body.angles = self.angles;
877                         
878                         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
879                         
880                         self.health                     = 0;
881                         self.event_damage       = func_null;
882                         self.solid                      = SOLID_NOT;
883                         self.takedamage         = DAMAGE_NO;
884                         self.deadflag           = DEAD_DYING;
885                         self.movetype           = MOVETYPE_NONE;
886                         self.effects            = EF_NODRAW;
887                         self.colormod           = '0 0 0';
888                         self.avelocity          = '0 0 0';
889                         self.velocity           = '0 0 0';
890                         self.touch                      = func_null;
891                         self.nextthink          = 0;
892
893                         setorigin(self, self.pos1);
894                         return true;
895                 }
896                 case VR_SPAWN:
897                 {
898                         if(!self.gun1)
899                         {
900                                 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
901                                 self.vehicle_shieldent = spawn();
902                                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
903                                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
904                                 setattachment(self.vehicle_shieldent, self, "");
905                                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
906                                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
907                                 self.vehicle_shieldent.think       = shieldhit_think;
908                                 self.vehicle_shieldent.alpha = -1;
909                                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
910
911                                 self.gun1 = spawn();
912                                 self.gun2 = spawn();
913                                 self.gun3 = spawn();
914
915                                 self.vehicle_flags |= VHF_MULTISLOT;
916
917                                 self.gun1.owner = self;
918                                 self.gun2.owner = self;
919                                 self.gun3.owner = self;
920
921                                 self.gun1.classname = self.gun2.classname = "vehicle_playerslot";
922
923                                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
924                                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
925                                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
926
927                                 setattachment(self.gun1, self, "cannon_right");
928                                 setattachment(self.gun2, self, "cannon_left");
929
930                                 // Angled bones are no fun, messes up gun-aim; so work arround it.
931                                 self.gun3.pos1 = self.angles;
932                                 self.angles = '0 0 0';
933                                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
934                                 ofs -= self.origin;
935                                 setattachment(self.gun3, self, "");
936                                 setorigin(self.gun3, ofs);
937                                 self.angles = self.gun3.pos1;
938
939                                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
940                                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
941
942                                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
943                                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
944
945                                 //fixme-model-bones
946                                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
947                                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
948                                 //fixme-model-bones
949                                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
950                                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
951
952                                 self.scale = 1.5;
953                                 
954                                 // Raygun beam
955                                 if(self.gun3.enemy == world)
956                                 {                       
957                                         self.gun3.enemy = spawn();
958                                         Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
959                                         self.gun3.enemy.SendFlags = BRG_SETUP;                  
960                                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
961                                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
962                                 }
963                         }
964
965                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
966                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
967                         self.solid = SOLID_BBOX;
968                         self.movetype = MOVETYPE_TOSS;
969                         self.damageforcescale = 0.025;
970                         
971                         self.PlayerPhysplug = bumblebee_pilot_frame;
972                         
973                         setorigin(self, self.origin + '0 0 25');
974                         return true;
975                 }
976                 case VR_SETUP:
977                 {
978                         if(autocvar_g_vehicle_bumblebee_energy)
979                         if(autocvar_g_vehicle_bumblebee_energy_regen)
980                                 self.vehicle_flags |= VHF_ENERGYREGEN;
981
982                         if(autocvar_g_vehicle_bumblebee_shield)
983                                 self.vehicle_flags |= VHF_HASSHIELD;
984
985                         if(autocvar_g_vehicle_bumblebee_shield_regen)
986                                 self.vehicle_flags |= VHF_SHIELDREGEN;
987
988                         if(autocvar_g_vehicle_bumblebee_health_regen)
989                                 self.vehicle_flags |= VHF_HEALTHREGEN;
990                                 
991                         self.vehicle_exit = bumblebee_exit;
992                         self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
993                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
994                         self.max_health = self.vehicle_health;
995                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
996                                 
997                         return true;
998                 }
999                 case VR_PRECACHE:
1000                 {
1001                         precache_model("models/vehicles/bumblebee_body.dpm");
1002                         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
1003                         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
1004                         precache_model("models/vehicles/bumblebee_ray.dpm");
1005                         precache_model("models/vehicles/wakizashi_cockpit.dpm");
1006                         precache_model("models/vehicles/spiderbot_cockpit.dpm");
1007                         precache_model("models/vehicles/raptor_cockpit.dpm");
1008                         return true;
1009                 }
1010         }
1011
1012         return true;
1013 }
1014
1015 #endif // SVQC
1016 #ifdef CSQC
1017
1018 #define bumb_ico  "gfx/vehicles/bumb.tga"
1019 #define bumb_lgun  "gfx/vehicles/bumb_lgun.tga"
1020 #define bumb_rgun  "gfx/vehicles/bumb_rgun.tga"
1021
1022 #define bumb_gun_ico  "gfx/vehicles/bumb_side.tga"
1023 #define bumb_gun_gun  "gfx/vehicles/bumb_side_gun.tga"
1024
1025 void CSQC_BUMBLE_GUN_HUD()
1026 {
1027         if(autocvar_r_letterbox)
1028                 return;
1029
1030         vector picsize, hudloc = '0 0 0', pic2size, picloc;
1031
1032         // Fetch health & ammo stats
1033         HUD_GETVEHICLESTATS
1034
1035         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1036         hudloc_y = vid_conheight - picsize_y;
1037         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1038
1039         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1040
1041         shield  *= 0.01;
1042         vh_health  *= 0.01;
1043         energy  *= 0.01;
1044         reload1 *= 0.01;
1045
1046         pic2size = draw_getimagesize(bumb_gun_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1047         picloc = picsize * 0.5 - pic2size * 0.5;
1048
1049         if(vh_health < 0.25)
1050                 drawpic(hudloc + picloc, bumb_gun_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
1051         else
1052                 drawpic(hudloc + picloc, bumb_gun_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
1053
1054         drawpic(hudloc + picloc, bumb_gun_gun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1055         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
1056
1057 // Health bar
1058         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1059         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1060         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1061         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1062         drawresetcliparea();
1063 // ..  and icon
1064         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1065         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1066         if(vh_health < 0.25)
1067         {
1068                 if(alarm1time < time)
1069                 {
1070                         alarm1time = time + 2;
1071                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1072                 }
1073
1074                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1075         }
1076         else
1077         {
1078                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1079                 if(alarm1time)
1080                 {
1081                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1082                         alarm1time = 0;
1083                 }
1084         }
1085
1086 // Shield bar
1087         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1088         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1089         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1090         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1091         drawresetcliparea();
1092 // ..  and icon
1093         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1094         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1095         if(shield < 0.25)
1096         {
1097                 if(alarm2time < time)
1098                 {
1099                         alarm2time = time + 1;
1100                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1101                 }
1102                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1103         }
1104         else
1105         {
1106                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1107                 if(alarm2time)
1108                 {
1109                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1110                         alarm2time = 0;
1111                 }
1112         }
1113
1114 // Gun bar
1115         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1116         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1117         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight);
1118         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1119         drawresetcliparea();
1120
1121 // ..  and icon
1122         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1123         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1124         if(energy < 0.2)
1125                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1126         else
1127                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1128
1129         if (scoreboard_showscores)
1130                 HUD_DrawScoreboard();
1131         /*
1132         else
1133         {
1134                 picsize = draw_getimagesize(waki_xhair);
1135                 picsize_x *= 0.5;
1136                 picsize_y *= 0.5;
1137
1138
1139                 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1140         }
1141         */
1142 }
1143
1144 void bumble_raygun_draw()
1145 {
1146         float _len;
1147         vector _dir;
1148         vector _vtmp1, _vtmp2;
1149
1150         _len = vlen(self.origin - self.move_origin);
1151         _dir = normalize(self.move_origin - self.origin);
1152
1153         if(self.total_damages < time)
1154         {
1155                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1156                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1157                 self.total_damages = time + 0.1;
1158         }
1159
1160         float i, df, sz, al;
1161         for(i = -0.1; i < 0.2; i += 0.1)
1162         {
1163                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1164                 sz = 5 + random() * 5;
1165                 al = 0.25 + random() * 0.5;
1166                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1167                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
1168                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1169
1170                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1171                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
1172                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1173
1174                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1175                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
1176                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1177
1178                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1179         }
1180 }
1181
1182 void bumble_raygun_read(float bIsNew)
1183 {
1184         int sf = ReadByte();
1185
1186         if(sf & BRG_SETUP)
1187         {
1188                 self.cnt  = ReadByte();
1189                 self.team = ReadByte();
1190                 self.cnt  = ReadByte();
1191
1192                 if(self.cnt)
1193                         self.colormod = '1 0 0';
1194                 else
1195                         self.colormod = '0 1 0';
1196
1197                 self.traileffect = particleeffectnum("healray_muzzleflash");
1198                 self.lip = particleeffectnum("healray_impact");
1199
1200                 self.draw = bumble_raygun_draw;
1201         }
1202
1203
1204         if(sf & BRG_START)
1205         {
1206                 self.origin_x = ReadCoord();
1207                 self.origin_y = ReadCoord();
1208                 self.origin_z = ReadCoord();
1209                 setorigin(self, self.origin);
1210         }
1211
1212         if(sf & BRG_END)
1213         {
1214                 self.move_origin_x = ReadCoord();
1215                 self.move_origin_y = ReadCoord();
1216                 self.move_origin_z = ReadCoord();
1217         }
1218 }
1219
1220 float v_bumblebee(float req)
1221 {
1222         switch(req)
1223         {
1224                 case VR_HUD:
1225                 {
1226                         if(autocvar_r_letterbox)
1227                                 return true;
1228
1229                         vector picsize, hudloc = '0 0 0', pic2size, picloc;
1230
1231                         // Fetch health & ammo stats
1232                         HUD_GETVEHICLESTATS
1233
1234                         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1235                         hudloc_y = vid_conheight - picsize_y;
1236                         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1237
1238                         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1239
1240                         shield  *= 0.01;
1241                         vh_health  *= 0.01;
1242                         energy  *= 0.01;
1243                         reload1 *= 0.01;
1244
1245                         pic2size = draw_getimagesize(bumb_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1246                         picloc = picsize * 0.5 - pic2size * 0.5;
1247
1248                         if(vh_health < 0.25)
1249                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
1250                         else
1251                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
1252
1253                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1254                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1255                         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
1256
1257                 // Health bar
1258                         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1259                         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1260                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1261                         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1262                         drawresetcliparea();
1263                 // ..  and icon
1264                         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1265                         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1266                         if(vh_health < 0.25)
1267                         {
1268                                 if(alarm1time < time)
1269                                 {
1270                                         alarm1time = time + 2;
1271                                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1272                                 }
1273
1274                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1275                         }
1276                         else
1277                         {
1278                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1279                                 if(alarm1time)
1280                                 {
1281                                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1282                                         alarm1time = 0;
1283                                 }
1284                         }
1285
1286                 // Shield bar
1287                         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1288                         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1289                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1290                         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1291                         drawresetcliparea();
1292                 // ..  and icon
1293                         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1294                         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1295                         if(shield < 0.25)
1296                         {
1297                                 if(alarm2time < time)
1298                                 {
1299                                         alarm2time = time + 1;
1300                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1301                                 }
1302                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1303                         }
1304                         else
1305                         {
1306                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1307                                 if(alarm2time)
1308                                 {
1309                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1310                                         alarm2time = 0;
1311                                 }
1312                         }
1313
1314                         ammo1 *= 0.01;
1315                         ammo2 *= 0.01;
1316
1317                 // Gunner1 bar
1318                         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1319                         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1320                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo1, vid_conheight);
1321                         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1322                         drawresetcliparea();
1323
1324                 // Right gunner slot occupied?
1325                         if(!AuxiliaryXhair[1].draw2d)
1326                         {
1327                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No right gunner!"), false, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1328                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1329                                 drawstring(hudloc + picloc + '1 0 0' * shield, _("No right gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL);
1330                         }
1331
1332                 // ..  and icon
1333                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1334                         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1335                         if(ammo1 < 0.2)
1336                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1337                         else
1338                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1339
1340                 // Gunner2 bar
1341                         picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale;
1342                         picloc = '450 140 0' * autocvar_cl_vehicles_hudscale;
1343                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo2, vid_conheight);
1344                         drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1345                         drawresetcliparea();
1346                 // Left gunner slot occupied?
1347                         if(!AuxiliaryXhair[2].draw2d)
1348                         {
1349                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No left gunner!"), false, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1350                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1351                                 drawstring(hudloc + picloc + '1 0 0' * shield, _("No left gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL);
1352                         }
1353
1354                 // ..  and icon
1355                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1356                         picloc = '664 130 0' * autocvar_cl_vehicles_hudscale;
1357                         if(ammo2 < 0.2)
1358                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1359                         else
1360                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1361
1362                         if (scoreboard_showscores)
1363                                 HUD_DrawScoreboard();
1364                         else
1365                         {
1366                                 picsize = draw_getimagesize(waki_xhair);
1367                                 picsize_x *= 0.5;
1368                                 picsize_y *= 0.5;
1369                                 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1370                         }
1371                         return true;
1372                 }
1373                 case VR_SETUP:
1374                 {
1375                         // raygun-locked
1376                         AuxiliaryXhair[0].axh_image   = "gfx/vehicles/axh-bracket.tga";
1377                         AuxiliaryXhair[0].axh_scale   = 0.5;
1378
1379                         // Gunner1
1380                         AuxiliaryXhair[1].axh_image   = "gfx/vehicles/axh-target.tga";
1381                         AuxiliaryXhair[1].axh_scale   = 0.75;
1382
1383                         // Gunner2
1384                         AuxiliaryXhair[2].axh_image   = "gfx/vehicles/axh-target.tga";
1385                         AuxiliaryXhair[2].axh_scale   = 0.75;
1386                         return true;
1387                 }
1388                 case VR_PRECACHE:
1389                 {
1390                         return true;
1391                 }
1392         }
1393
1394         return true;
1395 }
1396
1397 #endif // CSQC
1398 #endif // REGISTER_VEHICLE