1 #include "bumblebee.qh"
5 const float BRG_SETUP = 2;
6 const float BRG_START = 4;
7 const float BRG_END = 8;
10 float autocvar_g_vehicle_bumblebee_respawntime = 60;
12 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
13 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
14 float autocvar_g_vehicle_bumblebee_speed_up = 350;
15 float autocvar_g_vehicle_bumblebee_speed_down = 350;
16 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
17 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
18 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
19 float autocvar_g_vehicle_bumblebee_friction = 0.5;
20 bool autocvar_g_vehicle_bumblebee_swim = false;
22 float autocvar_g_vehicle_bumblebee_energy = 500;
23 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
24 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
26 float autocvar_g_vehicle_bumblebee_health = 1000;
27 float autocvar_g_vehicle_bumblebee_health_regen = 65;
28 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
30 float autocvar_g_vehicle_bumblebee_shield = 400;
31 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
32 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
34 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
35 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
36 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
38 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
40 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
41 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
42 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
43 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
44 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
47 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
48 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
49 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
50 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
52 bool autocvar_g_vehicle_bumblebee_raygun = false;
53 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
54 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
55 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
56 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
58 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
59 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
60 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
61 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
62 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
63 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
65 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
66 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
67 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
68 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
69 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
71 bool autocvar_g_vehicle_bumblebee = true;
73 bool bumblebee_gunner_frame(entity this, float dt)
75 entity vehic = this.vehicle.owner;
76 entity gun = this.vehicle;
79 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
80 //vehicles_frame(gun, player);
82 vehic.solid = SOLID_NOT;
83 //setorigin(this, vehic.origin);
84 this.velocity = vehic.velocity;
88 makevectors(vehic.angles);
92 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
93 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
94 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
98 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
99 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
100 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
103 crosshair_trace(this);
104 vector _ct = trace_endpos;
107 if(autocvar_g_vehicle_bumblebee_cannon_lock)
109 if(gun.lock_time < time)
113 if(trace_ent.move_movetype)
114 if(trace_ent.takedamage)
115 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
117 if(DIFF_TEAM(trace_ent, this))
119 gun.enemy = trace_ent;
120 gun.lock_time = time + 5;
127 float distance, impact_time;
129 vector vf = real_origin(gun.enemy);
130 vector _vel = gun.enemy.velocity;
131 if(gun.enemy.move_movetype == MOVETYPE_WALK)
136 distance = vlen(ad - this.origin);
137 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
138 ad = vf + _vel * impact_time;
142 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
143 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
144 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
145 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
149 vehicle_aimturret(vehic, _ct, gun, "fire",
150 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
151 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
153 if(!forbidWeaponUse(this))
154 if(PHYS_INPUT_BUTTON_ATCK(this))
155 if(time > gun.attack_finished_single[0])
156 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
158 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
159 bumblebee_fire_cannon(vehic, gun, "fire", this);
161 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
164 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
166 if(vehic.vehicle_flags & VHF_HASSHIELD)
167 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
169 ad = gettaginfo(gun, gettagindex(gun, "fire"));
170 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
172 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
175 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
177 vehic.solid = SOLID_BBOX;
178 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
179 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
182 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
187 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
188 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
191 mysize = 1.5 * vlen(STAT(PL_MAX, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size
194 v2 = 0.5 * (gunner.absmin + gunner.absmax);
195 for(i = 0; i < 100; ++i)
199 v = v2 + normalize(v) * mysize;
200 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
201 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
205 return prefer_spot; // this should be considered a fallback?!
208 void bumblebee_gunner_exit(entity this, int _exitflag)
210 entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
211 entity gunner = this;
212 entity vehic = gunner.owner;
214 if(IS_REAL_CLIENT(player))
217 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
218 WriteEntity(MSG_ONE, player);
220 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
221 WriteAngle(MSG_ONE, 0);
222 WriteAngle(MSG_ONE, vehic.angles.y);
223 WriteAngle(MSG_ONE, 0);
226 CSQCVehicleSetup(player, HUD_NORMAL);
227 setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
229 player.takedamage = DAMAGE_AIM;
230 player.solid = SOLID_SLIDEBOX;
231 set_movetype(player, MOVETYPE_WALK);
232 player.effects &= ~EF_NODRAW;
234 player.PlayerPhysplug = func_null;
235 player.view_ofs = STAT(PL_VIEW_OFS, NULL);
236 player.event_damage = PlayerDamage;
237 player.hud = HUD_NORMAL;
238 player.teleportable = TELEPORT_NORMAL;
239 PS(player).m_switchweapon = gunner.m_switchweapon;
240 player.vehicle_enter_delay = time + 2;
242 fixedmakevectors(vehic.angles);
244 if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
245 if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
247 vector spot = real_origin(gunner);
248 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
249 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
251 // TODO: figure a way to move player out of the gunner
253 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
254 player.velocity_z += 10;
256 gunner.phase = time + 5;
257 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
259 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
261 player.vehicle = NULL;
264 bool bumblebee_gunner_enter(entity this, entity player)
267 entity gunner = NULL;
269 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
271 // we can have some fun
272 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
273 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
274 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
277 vehic.gunner1 = player;
282 vehic.gunner2 = player;
285 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
286 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
287 else { LOG_TRACE("Vehicle is full, fail"); return false; }
289 player.vehicle = gunner;
290 player.angles = vehic.angles;
291 player.takedamage = DAMAGE_NO;
292 player.solid = SOLID_NOT;
294 set_movetype(player, MOVETYPE_NOCLIP);
295 player.event_damage = func_null;
296 player.view_ofs = '0 0 0';
297 player.hud = gunner.hud;
298 player.teleportable = false;
299 player.PlayerPhysplug = gunner.PlayerPhysplug;
300 player.vehicle_ammo1 = vehic.vehicle_ammo1;
301 player.vehicle_ammo2 = vehic.vehicle_ammo2;
302 player.vehicle_reload1 = vehic.vehicle_reload1;
303 player.vehicle_reload2 = vehic.vehicle_reload2;
304 player.vehicle_energy = vehic.vehicle_energy;
305 UNSET_ONGROUND(player);
307 RemoveGrapplingHook(player);
309 gunner.m_switchweapon = PS(player).m_switchweapon;
310 gunner.vehicle_exit = bumblebee_gunner_exit;
311 gunner.vehicle_hudmodel.viewmodelforclient = player;
313 if(IS_REAL_CLIENT(player))
316 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
317 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
319 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
320 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
321 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
322 WriteAngle(MSG_ONE, 0); // roll
325 CSQCVehicleSetup(player, player.hud);
327 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
332 bool vehicles_valid_pilot(entity this, entity toucher)
334 if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
337 if((!IS_PLAYER(toucher))
338 || (IS_DEAD(toucher))
340 || (DIFF_TEAM(toucher, this))
346 void bumblebee_touch(entity this, entity toucher)
348 if(autocvar_g_vehicles_enter) { return; }
350 if(this.gunner1 != NULL && this.gunner2 != NULL)
352 vehicles_touch(this, toucher);
356 if(vehicles_valid_pilot(this, toucher))
358 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
360 if(time >= toucher.vehicle_enter_delay && phase_time)
361 if(bumblebee_gunner_enter(this, toucher))
365 vehicles_touch(this, toucher);
368 void bumblebee_regen(entity this, float dt)
370 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
371 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
372 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
374 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
375 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
376 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
378 if(this.vehicle_flags & VHF_SHIELDREGEN)
379 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);
381 if(this.vehicle_flags & VHF_HEALTHREGEN)
382 vehicles_regen(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);
384 if(this.vehicle_flags & VHF_ENERGYREGEN)
385 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);
389 bool bumblebee_pilot_frame(entity this, float dt)
391 entity vehic = this.vehicle;
394 if(intermission_running)
396 vehic.velocity = '0 0 0';
397 vehic.avelocity = '0 0 0';
401 vehicles_frame(vehic, this);
405 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
409 bumblebee_regen(vehic, dt);
411 crosshair_trace(this);
413 vector vang = vehic.angles;
414 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
417 if(newvel.x > 180) newvel.x -= 360;
418 if(newvel.x < -180) newvel.x += 360;
419 if(newvel.y > 180) newvel.y -= 360;
420 if(newvel.y < -180) newvel.y += 360;
422 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
423 if(ftmp > 180) ftmp -= 360;
424 if(ftmp < -180) ftmp += 360;
425 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
429 if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
431 else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
434 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
435 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
436 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
438 vehic.angles_x = anglemods(vehic.angles.x);
439 vehic.angles_y = anglemods(vehic.angles.y);
440 vehic.angles_z = anglemods(vehic.angles.z);
442 makevectors('0 1 0' * vehic.angles.y);
443 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
445 if(this.movement.x != 0)
447 if(this.movement.x > 0)
448 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
449 else if(this.movement.x < 0)
450 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
453 if(this.movement.y != 0)
455 if(this.movement.y < 0)
456 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
457 else if(this.movement.y > 0)
458 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
459 ftmp = newvel * v_right;
461 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
465 vehic.angles_z *= 0.95;
466 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
470 if(PHYS_INPUT_BUTTON_CROUCH(this))
471 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
472 else if(PHYS_INPUT_BUTTON_JUMP(this))
473 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
475 vehic.velocity += newvel * dt;
476 this.velocity = this.movement = vehic.velocity;
479 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
481 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
482 vehic.tur_head.enemy = NULL;
485 if(trace_ent.move_movetype)
486 if(trace_ent.takedamage)
487 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
491 if(trace_ent.team == this.team)
493 vehic.tur_head.enemy = trace_ent;
494 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
499 vehic.tur_head.enemy = trace_ent;
500 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
504 if(vehic.tur_head.enemy)
506 trace_endpos = real_origin(vehic.tur_head.enemy);
507 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
511 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
512 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
513 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
515 if(!forbidWeaponUse(this))
516 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))
518 vehic.gun3.enemy.realowner = this;
519 vehic.gun3.enemy.effects &= ~EF_NODRAW;
521 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
522 vehic.gun3.enemy.SendFlags |= BRG_START;
524 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
528 if(autocvar_g_vehicle_bumblebee_raygun)
530 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
531 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
535 if(!IS_DEAD(trace_ent))
536 if((teamplay && trace_ent.team == this.team) || !teamplay)
539 if(IS_VEHICLE(trace_ent))
541 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
542 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
544 if(autocvar_g_vehicle_bumblebee_healgun_hps)
545 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
547 else if(IS_CLIENT(trace_ent))
549 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
550 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
552 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
553 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
555 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
557 else if(IS_TURRET(trace_ent))
559 if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
560 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
561 //else ..hmmm what? ammo?
563 trace_ent.SendFlags |= TNSF_STATUS;
569 vehic.gun3.enemy.hook_end = trace_endpos;
570 setorigin(vehic.gun3.enemy, trace_endpos);
571 vehic.gun3.enemy.SendFlags |= BRG_END;
573 vehic.wait = time + 1;
576 vehic.gun3.enemy.effects |= EF_NODRAW;
579 remove(vehic.gun3.enemy);
581 vehic.gun3.enemy = NULL;
585 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
586 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
588 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
589 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
591 if(vehic.vehicle_flags & VHF_HASSHIELD)
592 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
594 vehic.angles_x *= -1;
595 makevectors(vehic.angles);
596 vehic.angles_x *= -1;
597 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
599 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
602 void bumblebee_land(entity this)
606 hgt = vehicle_altitude(this, 512);
607 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
608 this.angles_x *= 0.95;
609 this.angles_z *= 0.95;
612 setthink(this, vehicles_think);
614 this.nextthink = time;
616 CSQCMODEL_AUTOUPDATE(this);
619 void bumblebee_exit(entity this, int eject)
621 if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
623 bumblebee_gunner_exit(this, eject);
627 settouch(this, vehicles_touch);
631 setthink(this, bumblebee_land);
632 this.nextthink = time;
635 set_movetype(this, MOVETYPE_TOSS);
640 fixedmakevectors(this.angles);
642 if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
643 spot = this.origin + v_up * 128 + v_forward * 300;
645 spot = this.origin + v_up * 128 - v_forward * 300;
647 spot = vehicles_findgoodexit(this, spot);
650 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
651 this.gun3.enemy.effects |= EF_NODRAW;
653 this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
654 this.owner.velocity_z += 10;
655 setorigin(this.owner, spot);
657 antilag_clear(this.owner, CS(this.owner));
661 void bumblebee_blowup(entity this)
663 RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
664 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
665 autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
666 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
667 DEATH_VH_BUMB_DEATH.m_id, NULL);
669 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
670 Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
672 if(this.owner.deadflag == DEAD_DYING)
673 this.owner.deadflag = DEAD_DEAD;
678 void bumblebee_dead_touch(entity this, entity toucher)
680 bumblebee_blowup(this);
683 void bumblebee_diethink(entity this)
685 if(time >= this.wait)
686 setthink(this, bumblebee_blowup);
690 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
691 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
694 this.nextthink = time + 0.1;
697 spawnfunc(vehicle_bumblebee)
699 if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
700 if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
703 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
705 if(autocvar_g_vehicle_bumblebee_bouncepain)
706 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
708 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
710 settouch(instance, bumblebee_touch);
711 instance.nextthink = 0;
712 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
714 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
716 if(!instance.gunner1)
717 if(time >= instance.gun1.phase)
718 if(instance.gun1.vehicle_enter)
719 if(instance.gun1.vehicle_enter(instance, actor))
722 if(!instance.gunner2)
723 if(time >= instance.gun2.phase)
724 if(instance.gun2.vehicle_enter)
725 if(instance.gun2.vehicle_enter(instance, actor))
728 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
730 instance.angles_z *= 0.8;
731 instance.angles_x *= 0.8;
733 instance.nextthink = time;
739 entity e = instance.gunner1;
740 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
742 gettouch(instance)(instance, e);
748 entity e = instance.gunner2;
749 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
751 gettouch(instance)(instance, e);
756 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
758 CSQCModel_UnlinkEntity(instance);
761 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
762 instance.gun3.enemy.effects |= EF_NODRAW;
765 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
768 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
770 instance.vehicle_exit(instance, VHEF_EJECT);
772 fixedmakevectors(instance.angles);
773 vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
774 vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
775 vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
777 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
780 settouch(_body, bumblebee_dead_touch);
782 settouch(_body, func_null);
784 setthink(_body, bumblebee_diethink);
785 _body.nextthink = time;
786 _body.wait = time + 2 + (random() * 8);
787 _body.owner = instance;
788 _body.enemy = instance.enemy;
790 _body.angles = instance.angles;
792 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
795 instance.event_damage = func_null;
796 instance.solid = SOLID_NOT;
797 instance.takedamage = DAMAGE_NO;
798 instance.deadflag = DEAD_DYING;
799 set_movetype(instance, MOVETYPE_NONE);
800 instance.effects = EF_NODRAW;
801 instance.colormod = '0 0 0';
802 instance.avelocity = '0 0 0';
803 instance.velocity = '0 0 0';
804 settouch(instance, func_null);
805 instance.nextthink = 0;
807 setorigin(instance, instance.pos1);
809 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
813 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
814 instance.vehicle_shieldent = spawn();
815 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
816 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
817 setattachment(instance.vehicle_shieldent, instance, "");
818 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
819 instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
820 setthink(instance.vehicle_shieldent, shieldhit_think);
821 instance.vehicle_shieldent.alpha = -1;
822 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
824 instance.gun1 = new(vehicle_playerslot);
825 instance.gun2 = new(vehicle_playerslot);
826 instance.gun3 = new(bumblebee_raygun);
828 instance.vehicle_flags |= VHF_MULTISLOT;
830 instance.gun1.owner = instance;
831 instance.gun2.owner = instance;
832 instance.gun3.owner = instance;
834 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
835 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
836 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
838 setattachment(instance.gun1, instance, "cannon_right");
839 setattachment(instance.gun2, instance, "cannon_left");
841 // Angled bones are no fun, messes up gun-aim; so work arround it.
842 instance.gun3.pos1 = instance.angles;
843 instance.angles = '0 0 0';
844 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
845 ofs -= instance.origin;
846 setattachment(instance.gun3, instance, "");
847 setorigin(instance.gun3, ofs);
848 instance.angles = instance.gun3.pos1;
850 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
851 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
853 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
854 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
857 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
858 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
860 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
861 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
863 instance.scale = 1.5;
866 if(instance.gun3.enemy == NULL)
868 instance.gun3.enemy = spawn();
869 Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
870 instance.gun3.enemy.SendFlags = BRG_SETUP;
871 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
872 instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
876 if(!autocvar_g_vehicle_bumblebee_swim)
877 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
879 instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
880 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
881 instance.solid = SOLID_BBOX;
882 set_movetype(instance, MOVETYPE_TOSS);
883 instance.damageforcescale = 0.025;
885 instance.PlayerPhysplug = bumblebee_pilot_frame;
887 setorigin(instance, instance.origin + '0 0 25');
889 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
891 if(autocvar_g_vehicle_bumblebee_energy)
892 if(autocvar_g_vehicle_bumblebee_energy_regen)
893 instance.vehicle_flags |= VHF_ENERGYREGEN;
895 if(autocvar_g_vehicle_bumblebee_shield)
896 instance.vehicle_flags |= VHF_HASSHIELD;
898 if(autocvar_g_vehicle_bumblebee_shield_regen)
899 instance.vehicle_flags |= VHF_SHIELDREGEN;
901 if(autocvar_g_vehicle_bumblebee_health_regen)
902 instance.vehicle_flags |= VHF_HEALTHREGEN;
904 instance.vehicle_exit = bumblebee_exit;
905 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
906 instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
907 instance.max_health = instance.vehicle_health;
908 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
914 void CSQC_BUMBLE_GUN_HUD()
916 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
917 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
918 string_null, '0 0 0');
921 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
923 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
924 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
925 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
927 float hudAlpha = autocvar_hud_panel_fg_alpha;
928 float blinkValue = 0.55 + sin(time * 7) * 0.45;
929 vector tmpPos = '0 0 0';
930 vector tmpSize = '1 1 1' * hud_fontsize;
931 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
933 if(!AuxiliaryXhair[1].draw2d)
935 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
936 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
939 if(!AuxiliaryXhair[2].draw2d)
941 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
942 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
945 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
947 Vehicles_drawCrosshair(vCROSS_HEAL);
949 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
951 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
952 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
953 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2