1 #include "bumblebee_weapons.qh"
3 REGISTER_NET_LINKED(ENT_CLIENT_BUMBLE_RAYGUN)
7 void bumblebee_fire_cannon(entity this, entity _gun, string _tagname, entity _owner)
9 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
10 vehicles_projectile(this, EFFECT_BIGPLASMA_MUZZLEFLASH.eent_eff_name, SND_VEH_BUMBLEBEE_FIRE,
11 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
12 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
13 DEATH_VH_BUMB_GUN.m_id, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
16 bool bumble_raygun_send(entity this, entity to, float sf)
18 WriteHeader(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
20 WriteByte(MSG_ENTITY, sf);
23 WriteByte(MSG_ENTITY, etof(this.realowner));
24 WriteByte(MSG_ENTITY, this.realowner.team);
25 WriteByte(MSG_ENTITY, this.cnt);
30 WriteCoord(MSG_ENTITY, this.hook_start_x);
31 WriteCoord(MSG_ENTITY, this.hook_start_y);
32 WriteCoord(MSG_ENTITY, this.hook_start_z);
37 WriteCoord(MSG_ENTITY, this.hook_end_x);
38 WriteCoord(MSG_ENTITY, this.hook_end_y);
39 WriteCoord(MSG_ENTITY, this.hook_end_z);
49 void bumble_raygun_draw(entity this);
51 .vector bumble_origin;
53 NET_HANDLE(ENT_CLIENT_BUMBLE_RAYGUN, bool isnew)
59 this.cnt = ReadByte();
60 this.team = ReadByte();
61 this.count = ReadByte();
64 this.colormod = '1 0 0';
66 this.colormod = '0 1 0';
68 this.traileffect = EFFECT_BUMBLEBEE_HEAL_MUZZLEFLASH.m_id;
69 this.lip = particleeffectnum(EFFECT_BUMBLEBEE_HEAL_IMPACT);
71 this.draw = bumble_raygun_draw;
72 if (isnew) IL_PUSH(g_drawables, this);
78 this.origin_x = ReadCoord();
79 this.origin_y = ReadCoord();
80 this.origin_z = ReadCoord();
81 setorigin(this, this.origin);
86 this.bumble_origin_x = ReadCoord();
87 this.bumble_origin_y = ReadCoord();
88 this.bumble_origin_z = ReadCoord();
93 .float bumble_raygun_nextdraw;
94 void bumble_raygun_draw(entity this)
98 vector _vtmp1, _vtmp2;
100 _len = vlen(this.origin - this.bumble_origin);
101 _dir = normalize(this.bumble_origin - this.origin);
103 if(this.bumble_raygun_nextdraw < time)
105 boxparticles(particleeffectnum(Effects_from(this.traileffect)), this, this.origin, this.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
106 boxparticles(this.lip, this, this.bumble_origin, this.bumble_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
107 this.bumble_raygun_nextdraw = time + 0.1;
111 for(i = -0.1; i < 0.2; i += 0.1)
113 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
114 sz = 5 + random() * 5;
115 al = 0.25 + random() * 0.5;
116 _vtmp1 = this.origin + _dir * _len * (0.25 + i);
117 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //this.raygun_l1;
118 Draw_CylindricLine(this.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
120 _vtmp2 = this.origin + _dir * _len * (0.5 + i);
121 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //this.raygun_l2;
122 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
124 _vtmp1 = this.origin + _dir * _len * (0.75 + i);
125 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //this.raygun_l3;
126 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
128 Draw_CylindricLine(_vtmp1, this.bumble_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);