1 #include "bumblebee.qh"
6 #include <common/mutators/mutator/instagib/sv_instagib.qh>
9 const float BRG_SETUP = 2;
10 const float BRG_START = 4;
11 const float BRG_END = 8;
14 float autocvar_g_vehicle_bumblebee_respawntime = 60;
16 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
17 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
18 float autocvar_g_vehicle_bumblebee_speed_up = 350;
19 float autocvar_g_vehicle_bumblebee_speed_down = 350;
20 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
21 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
22 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
23 float autocvar_g_vehicle_bumblebee_friction = 0.5;
24 bool autocvar_g_vehicle_bumblebee_swim = true;
26 float autocvar_g_vehicle_bumblebee_energy = 500;
27 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
28 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
30 float autocvar_g_vehicle_bumblebee_health = 1000;
31 float autocvar_g_vehicle_bumblebee_health_regen = 65;
32 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
34 float autocvar_g_vehicle_bumblebee_shield = 400;
35 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
36 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
38 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
39 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
40 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
42 float autocvar_g_vehicle_bumblebee_cannon_lock = 1;
44 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 260;
45 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
46 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
47 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
48 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
51 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
52 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
53 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
54 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
56 bool autocvar_g_vehicle_bumblebee_raygun = false;
57 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
58 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
59 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
60 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
62 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
63 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
64 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
65 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
66 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
67 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
69 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
70 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
71 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
72 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
73 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
75 bool autocvar_g_vehicle_bumblebee = true;
77 bool bumblebee_gunner_frame(entity this, float dt)
79 entity vehic = this.vehicle.owner;
80 entity gun = this.vehicle;
83 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
84 //vehicles_frame(gun, player);
86 vehic.solid = SOLID_NOT;
87 //setorigin(this, vehic.origin);
88 this.velocity = vehic.velocity;
92 makevectors(vehic.angles);
96 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
97 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
98 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
102 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
103 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
104 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
106 this.oldorigin = this.origin; // negate fall damage
108 crosshair_trace(this);
109 vector _ct = trace_endpos;
112 if(autocvar_g_vehicle_bumblebee_cannon_lock)
114 if(gun.lock_time < time || IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy))
118 if(trace_ent.move_movetype)
119 if(trace_ent.takedamage)
120 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
124 if(DIFF_TEAM(trace_ent, this))
126 gun.enemy = trace_ent;
127 gun.lock_time = time + 2.5;
132 gun.enemy = trace_ent;
133 gun.lock_time = time + 0.5;
140 float distance, impact_time;
142 vector vf = real_origin(gun.enemy);
143 vector _vel = gun.enemy.velocity;
144 if(gun.enemy.move_movetype == MOVETYPE_WALK)
149 distance = vlen(ad - this.origin);
150 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
151 ad = vf + _vel * impact_time;
155 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
156 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
157 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
158 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
162 vehicle_aimturret(vehic, _ct, gun, "fire",
163 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
164 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
166 if(!weaponLocked(this) && !weaponUseForbidden(this))
167 if(PHYS_INPUT_BUTTON_ATCK(this))
168 if(time > gun.attack_finished_single[0])
169 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
171 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
172 bumblebee_fire_cannon(vehic, gun, "fire", this);
174 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
177 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
179 if(vehic.vehicle_flags & VHF_HASSHIELD)
180 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
182 ad = gettaginfo(gun, gettagindex(gun, "fire"));
183 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
185 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
188 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
190 vehic.solid = SOLID_BBOX;
191 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
192 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
195 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
200 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
201 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
204 mysize = 1.5 * vlen(STAT(PL_MAX, player) - STAT(PL_MIN, player)); // can't use gunner's size, as they don't have a size
207 v2 = 0.5 * (gunner.absmin + gunner.absmax);
208 for(i = 0; i < 100; ++i)
212 v = v2 + normalize(v) * mysize;
213 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
214 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
218 return prefer_spot; // this should be considered a fallback?!
221 void bumblebee_gunner_exit(entity this, int _exitflag)
223 entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
224 entity gunner = this;
225 entity vehic = gunner.owner;
227 if(IS_REAL_CLIENT(player))
230 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
231 WriteEntity(MSG_ONE, player);
233 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
234 WriteAngle(MSG_ONE, 0);
235 WriteAngle(MSG_ONE, vehic.angles.y);
236 WriteAngle(MSG_ONE, 0);
239 CSQCVehicleSetup(player, HUD_NORMAL);
240 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
242 player.takedamage = DAMAGE_AIM;
243 player.solid = SOLID_SLIDEBOX;
244 set_movetype(player, MOVETYPE_WALK);
245 player.effects &= ~EF_NODRAW;
247 player.PlayerPhysplug = func_null;
248 player.view_ofs = STAT(PL_VIEW_OFS, player);
249 player.event_damage = PlayerDamage;
250 STAT(HUD, player) = HUD_NORMAL;
251 player.teleportable = TELEPORT_NORMAL;
252 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
254 .entity weaponentity = weaponentities[slot];
255 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
256 delete(gunner.(weaponentity));
258 player.vehicle_enter_delay = time + 2;
260 fixedmakevectors(vehic.angles);
262 if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
263 if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
265 vector spot = real_origin(gunner);
266 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
267 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
269 // TODO: figure a way to move player out of the gunner
271 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
272 player.velocity_z += 10;
274 gunner.phase = time + 5;
275 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
277 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
279 player.vehicle = NULL;
282 bool bumblebee_gunner_enter(entity this, entity player)
285 entity gunner = NULL;
287 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
289 // we can have some fun
290 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
291 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
292 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
295 vehic.gunner1 = player;
300 vehic.gunner2 = player;
303 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
304 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
305 else { LOG_TRACE("Vehicle is full, fail"); return false; }
307 player.vehicle = gunner;
308 player.angles = vehic.angles;
309 player.takedamage = DAMAGE_NO;
310 player.solid = SOLID_NOT;
312 set_movetype(player, MOVETYPE_NOCLIP);
313 player.event_damage = func_null;
314 player.view_ofs = '0 0 0';
315 STAT(HUD, player) = STAT(HUD, gunner);
316 player.teleportable = false;
317 player.PlayerPhysplug = gunner.PlayerPhysplug;
318 player.vehicle_ammo1 = vehic.vehicle_ammo1;
319 player.vehicle_ammo2 = vehic.vehicle_ammo2;
320 player.vehicle_reload1 = vehic.vehicle_reload1;
321 player.vehicle_reload2 = vehic.vehicle_reload2;
322 player.vehicle_energy = vehic.vehicle_energy;
323 UNSET_ONGROUND(player);
325 RemoveGrapplingHooks(player);
327 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
329 .entity weaponentity = weaponentities[slot];
331 gunner.(weaponentity) = new(temp_wepent);
332 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
334 gunner.vehicle_exit = bumblebee_gunner_exit;
335 gunner.vehicle_hudmodel.viewmodelforclient = player;
337 if(IS_REAL_CLIENT(player))
340 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
341 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
343 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
344 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
345 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
346 WriteAngle(MSG_ONE, 0); // roll
349 CSQCVehicleSetup(player, STAT(HUD, player));
351 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
356 bool vehicles_valid_pilot(entity this, entity toucher)
358 if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
361 if((!IS_PLAYER(toucher))
362 || (IS_DEAD(toucher))
364 || (DIFF_TEAM(toucher, this))
370 void bumblebee_touch(entity this, entity toucher)
372 if(autocvar_g_vehicles_enter) { return; }
374 if(this.gunner1 != NULL && this.gunner2 != NULL)
376 vehicles_touch(this, toucher);
380 if(vehicles_valid_pilot(this, toucher))
382 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
384 if(time >= toucher.vehicle_enter_delay && phase_time)
385 if(bumblebee_gunner_enter(this, toucher))
389 vehicles_touch(this, toucher);
392 void bumblebee_regen(entity this, float dt)
394 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
395 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
396 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
398 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
399 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
400 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
402 if(this.vehicle_flags & VHF_SHIELDREGEN)
403 vehicles_regen(this, this.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, dt, true);
405 if(this.vehicle_flags & VHF_HEALTHREGEN)
406 vehicles_regen_resource(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, dt, false, RES_HEALTH);
408 if(this.vehicle_flags & VHF_ENERGYREGEN)
409 vehicles_regen(this, this.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, dt, false);
413 bool bumblebee_pilot_frame(entity this, float dt)
415 entity vehic = this.vehicle;
420 vehic.solid = SOLID_NOT;
421 vehic.takedamage = DAMAGE_NO;
422 set_movetype(vehic, MOVETYPE_NONE);
426 vehicles_frame(vehic, this);
430 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
434 bumblebee_regen(vehic, dt);
436 crosshair_trace(this);
438 vector vang = vehic.angles;
439 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
442 if(newvel.x > 180) newvel.x -= 360;
443 if(newvel.x < -180) newvel.x += 360;
444 if(newvel.y > 180) newvel.y -= 360;
445 if(newvel.y < -180) newvel.y += 360;
447 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
448 if(ftmp > 180) ftmp -= 360;
449 if(ftmp < -180) ftmp += 360;
450 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
454 if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
456 else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
459 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
460 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
461 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
463 vehic.angles_x = anglemods(vehic.angles.x);
464 vehic.angles_y = anglemods(vehic.angles.y);
465 vehic.angles_z = anglemods(vehic.angles.z);
467 makevectors('0 1 0' * vehic.angles.y);
468 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
470 if(CS(this).movement.x != 0)
472 if(CS(this).movement.x > 0)
473 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
474 else if(CS(this).movement.x < 0)
475 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
478 if(CS(this).movement.y != 0)
480 if(CS(this).movement.y < 0)
481 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
482 else if(CS(this).movement.y > 0)
483 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
484 ftmp = newvel * v_right;
486 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
490 vehic.angles_z *= 0.95;
491 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
495 if(PHYS_INPUT_BUTTON_CROUCH(this))
496 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
497 else if(PHYS_INPUT_BUTTON_JUMP(this))
498 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
500 vehic.velocity += newvel * dt;
501 this.velocity = CS(this).movement = vehic.velocity;
504 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
506 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
507 vehic.tur_head.enemy = NULL;
510 if(trace_ent.move_movetype)
511 if(trace_ent.takedamage)
512 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
516 if(trace_ent.team == this.team)
518 vehic.tur_head.enemy = trace_ent;
519 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
524 vehic.tur_head.enemy = trace_ent;
525 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
529 if(vehic.tur_head.enemy)
531 trace_endpos = real_origin(vehic.tur_head.enemy);
532 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
536 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
537 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
538 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed, dt);
540 if(!weaponLocked(this) && !weaponUseForbidden(this))
541 if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME || autocvar_g_vehicle_bumblebee_raygun == 0))
543 vehic.gun3.enemy.realowner = this;
544 vehic.gun3.enemy.effects &= ~EF_NODRAW;
546 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
547 vehic.gun3.enemy.SendFlags |= BRG_START;
549 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
553 if(autocvar_g_vehicle_bumblebee_raygun)
555 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, DMG_NOWEP, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
556 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
560 if(!IS_DEAD(trace_ent))
562 if((teamplay && trace_ent.team == this.team) || !teamplay)
564 if(autocvar_g_vehicle_bumblebee_healgun_hps)
566 float hplimit = ((IS_PLAYER(trace_ent)) ? autocvar_g_vehicle_bumblebee_healgun_hmax : RES_LIMIT_NONE);
567 Heal(trace_ent, this, autocvar_g_vehicle_bumblebee_healgun_hps * dt, hplimit);
570 if(IS_VEHICLE(trace_ent))
572 if(autocvar_g_vehicle_bumblebee_healgun_sps && GetResource(trace_ent, RES_HEALTH) <= trace_ent.max_health)
573 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
575 else if(IS_CLIENT(trace_ent))
577 float maxarmor = ((MUTATOR_IS_ENABLED(mutator_instagib)) ? autocvar_g_instagib_extralives : autocvar_g_vehicle_bumblebee_healgun_amax);
578 if(GetResource(trace_ent, RES_ARMOR) <= maxarmor && autocvar_g_vehicle_bumblebee_healgun_aps)
579 GiveResourceWithLimit(trace_ent, RES_ARMOR, autocvar_g_vehicle_bumblebee_healgun_aps * dt, maxarmor);
586 vehic.gun3.enemy.hook_end = trace_endpos;
587 setorigin(vehic.gun3.enemy, trace_endpos);
588 vehic.gun3.enemy.SendFlags |= BRG_END;
590 vehic.wait = time + 1;
593 vehic.gun3.enemy.effects |= EF_NODRAW;
596 remove(vehic.gun3.enemy);
598 vehic.gun3.enemy = NULL;
602 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
603 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
605 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
606 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
608 if(vehic.vehicle_flags & VHF_HASSHIELD)
609 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
611 vehic.angles_x *= -1;
612 makevectors(vehic.angles);
613 vehic.angles_x *= -1;
614 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
615 this.oldorigin = this.origin; // negate fall damage
617 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
620 void bumblebee_land(entity this)
624 hgt = vehicle_altitude(this, 512);
625 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
626 this.angles_x *= 0.95;
627 this.angles_z *= 0.95;
630 setthink(this, vehicles_think);
632 this.nextthink = time;
634 CSQCMODEL_AUTOUPDATE(this);
637 void bumblebee_exit(entity this, int eject)
639 if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
641 bumblebee_gunner_exit(this, eject);
645 settouch(this, vehicles_touch);
649 setthink(this, bumblebee_land);
650 this.nextthink = time;
653 set_movetype(this, MOVETYPE_TOSS);
658 fixedmakevectors(this.angles);
660 if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
661 spot = this.origin + v_up * 128 + v_forward * 300;
663 spot = this.origin + v_up * 128 - v_forward * 300;
665 spot = vehicles_findgoodexit(this, this.owner, spot);
668 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
669 this.gun3.enemy.effects |= EF_NODRAW;
671 this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
672 this.owner.velocity_z += 10;
673 setorigin(this.owner, spot);
675 antilag_clear(this.owner, CS(this.owner));
679 void bumblebee_blowup(entity this)
681 RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
682 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
683 autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
684 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
685 DEATH_VH_BUMB_DEATH.m_id, DMG_NOWEP, NULL);
687 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
688 Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
690 if(this.owner.deadflag == DEAD_DYING)
691 this.owner.deadflag = DEAD_DEAD;
696 void bumblebee_dead_touch(entity this, entity toucher)
698 bumblebee_blowup(this);
701 void bumblebee_diethink(entity this)
703 if(time >= this.wait)
704 setthink(this, bumblebee_blowup);
708 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
709 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
712 this.nextthink = time + 0.1;
715 spawnfunc(vehicle_bumblebee)
717 if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
718 if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
721 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
723 if(autocvar_g_vehicle_bumblebee_bouncepain)
724 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
726 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
728 settouch(instance, bumblebee_touch);
729 instance.nextthink = 0;
730 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
732 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
734 if(!instance.gunner1)
735 if(time >= instance.gun1.phase)
736 if(instance.gun1.vehicle_enter)
737 if(instance.gun1.vehicle_enter(instance, actor))
740 if(!instance.gunner2)
741 if(time >= instance.gun2.phase)
742 if(instance.gun2.vehicle_enter)
743 if(instance.gun2.vehicle_enter(instance, actor))
746 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
748 instance.angles_z *= 0.8;
749 instance.angles_x *= 0.8;
751 instance.nextthink = time;
757 entity e = instance.gunner1;
758 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
760 gettouch(instance)(instance, e);
766 entity e = instance.gunner2;
767 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
769 gettouch(instance)(instance, e);
774 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
776 CSQCModel_UnlinkEntity(instance);
779 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
780 instance.gun3.enemy.effects |= EF_NODRAW;
783 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
786 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
788 instance.vehicle_exit(instance, VHEF_EJECT);
790 fixedmakevectors(instance.angles);
791 vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
792 vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
793 vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
795 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
798 settouch(_body, bumblebee_dead_touch);
800 settouch(_body, func_null);
802 setthink(_body, bumblebee_diethink);
803 _body.nextthink = time;
804 _body.wait = time + 2 + (random() * 8);
805 _body.owner = instance;
806 _body.enemy = instance.enemy;
808 _body.angles = instance.angles;
810 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
812 SetResourceExplicit(instance, RES_HEALTH, 0);
813 instance.event_damage = func_null;
814 instance.solid = SOLID_NOT;
815 instance.takedamage = DAMAGE_NO;
816 instance.deadflag = DEAD_DYING;
817 set_movetype(instance, MOVETYPE_NONE);
818 instance.effects = EF_NODRAW;
819 instance.colormod = '0 0 0';
820 instance.avelocity = '0 0 0';
821 instance.velocity = '0 0 0';
822 settouch(instance, func_null);
823 instance.nextthink = 0;
825 setorigin(instance, instance.pos1);
827 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
831 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
832 instance.vehicle_shieldent = spawn();
833 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
834 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
835 setattachment(instance.vehicle_shieldent, instance, "");
836 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
837 instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
838 setthink(instance.vehicle_shieldent, shieldhit_think);
839 instance.vehicle_shieldent.alpha = -1;
840 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
842 instance.gun1 = new(vehicle_playerslot);
843 instance.gun2 = new(vehicle_playerslot);
844 instance.gun3 = new(bumblebee_raygun);
846 instance.vehicle_flags |= VHF_MULTISLOT;
848 instance.gun1.owner = instance;
849 instance.gun2.owner = instance;
850 instance.gun3.owner = instance;
852 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
853 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
854 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
856 setattachment(instance.gun1, instance, "cannon_right");
857 setattachment(instance.gun2, instance, "cannon_left");
859 // Angled bones are no fun, messes up gun-aim; so work arround it.
860 instance.gun3.pos1 = instance.angles;
861 instance.angles = '0 0 0';
862 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
863 ofs -= instance.origin;
864 setattachment(instance.gun3, instance, "");
865 setorigin(instance.gun3, ofs);
866 instance.angles = instance.gun3.pos1;
868 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
869 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
871 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
872 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
875 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
876 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
878 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
879 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
881 instance.scale = 1.5;
884 if(instance.gun3.enemy == NULL)
886 instance.gun3.enemy = spawn();
887 Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
888 instance.gun3.enemy.SendFlags = BRG_SETUP;
889 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
890 instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
894 if(!autocvar_g_vehicle_bumblebee_swim)
895 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
897 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
898 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
899 instance.solid = SOLID_BBOX;
900 set_movetype(instance, MOVETYPE_TOSS);
901 instance.damageforcescale = 0.025;
903 instance.PlayerPhysplug = bumblebee_pilot_frame;
905 setorigin(instance, instance.origin + '0 0 25');
907 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
909 if(autocvar_g_vehicle_bumblebee_energy)
910 if(autocvar_g_vehicle_bumblebee_energy_regen)
911 instance.vehicle_flags |= VHF_ENERGYREGEN;
913 if(autocvar_g_vehicle_bumblebee_shield)
914 instance.vehicle_flags |= VHF_HASSHIELD;
916 if(autocvar_g_vehicle_bumblebee_shield_regen)
917 instance.vehicle_flags |= VHF_SHIELDREGEN;
919 if(autocvar_g_vehicle_bumblebee_health_regen)
920 instance.vehicle_flags |= VHF_HEALTHREGEN;
922 instance.vehicle_exit = bumblebee_exit;
923 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
924 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
925 instance.max_health = GetResource(instance, RES_HEALTH);
926 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
932 void CSQC_BUMBLE_GUN_HUD()
934 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
935 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
936 string_null, '0 0 0');
939 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
941 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
942 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
943 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
945 float hudAlpha = autocvar_hud_panel_fg_alpha;
946 float blinkValue = 0.55 + sin(time * 7) * 0.45;
947 vector tmpPos = '0 0 0';
948 vector tmpSize = hud_fontsize;
949 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
951 if(!AuxiliaryXhair[1].draw2d)
953 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
954 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
957 if(!AuxiliaryXhair[2].draw2d)
959 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
960 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
963 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
965 Vehicles_drawCrosshair(vCROSS_HEAL);
967 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
969 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
970 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
971 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2