1 #include "bumblebee.qh"
5 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
7 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
8 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
9 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
10 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
11 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
14 float bumb_gunner_frame()
16 entity vehic = self.vehicle.owner;
17 entity gun = self.vehicle;
24 vehic.solid = SOLID_NOT;
25 //setorigin(gunner, vehic.origin);
26 gunner.velocity = vehic.velocity;
30 makevectors(vehic.angles);
32 if((gun == vehic.gun1))
34 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
35 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
36 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
40 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
41 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
42 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
45 crosshair_trace(gunner);
46 vector _ct = trace_endpos;
49 if(autocvar_g_vehicle_bumblebee_cannon_lock)
51 if(gun.lock_time < time)
55 if(trace_ent.movetype)
56 if(trace_ent.takedamage)
57 if(!trace_ent.deadflag)
61 if(trace_ent.team != gunner.team)
63 gun.enemy = trace_ent;
64 gun.lock_time = time + 5;
69 gun.enemy = trace_ent;
70 gun.lock_time = time + 5;
77 float i, distance, impact_time;
79 vector vf = real_origin(gun.enemy);
80 vector _vel = gun.enemy.velocity;
81 if(gun.enemy.movetype == MOVETYPE_WALK)
86 for(i = 0; i < 4; ++i)
88 distance = vlen(ad - gunner.origin);
89 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
90 ad = vf + _vel * impact_time;
95 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
96 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
97 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
98 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
102 vehicle_aimturret(vehic, _ct, gun, "fire",
103 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
104 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
106 if(gunner.BUTTON_ATCK)
107 if(time > gun.attack_finished_single)
108 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
110 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
111 bumb_fire_cannon(gun, "fire", gunner);
113 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
116 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
118 if(vehic.vehicle_flags & VHF_HASSHIELD)
119 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
121 ad = gettaginfo(gun, gettagindex(gun, "fire"));
122 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
124 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
127 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
129 vehic.solid = SOLID_BBOX;
130 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
131 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
137 void bumb_gunner_exit(float _exitflag)
139 if(IS_REAL_CLIENT(self))
142 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
143 WriteEntity(MSG_ONE, self);
145 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
146 WriteAngle(MSG_ONE, 0);
147 WriteAngle(MSG_ONE, self.vehicle.angles.y);
148 WriteAngle(MSG_ONE, 0);
151 CSQCVehicleSetup(self, HUD_NORMAL);
152 setsize(self, PL_MIN, PL_MAX);
154 self.takedamage = DAMAGE_AIM;
155 self.solid = SOLID_SLIDEBOX;
156 self.movetype = MOVETYPE_WALK;
157 self.effects &= ~EF_NODRAW;
159 self.PlayerPhysplug = func_null;
160 self.view_ofs = PL_VIEW_OFS;
161 self.event_damage = PlayerDamage;
162 self.hud = HUD_NORMAL;
163 self.switchweapon = self.vehicle.switchweapon;
165 MUTATOR_CALLHOOK(VehicleExit, self, self.vehicle);
167 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
169 fixedmakevectors(self.vehicle.owner.angles);
171 if(self == self.vehicle.owner.gunner1)
173 self.vehicle.owner.gunner1 = world;
175 else if(self == self.vehicle.owner.gunner2)
177 self.vehicle.owner.gunner2 = world;
181 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
183 vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
184 spot = vehicles_findgoodexit(spot);
185 //setorigin(self , spot);
187 self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
188 self.velocity_z += 10;
190 self.vehicle.phase = time + 5;
191 self.vehicle = world;
194 float bumb_gunner_enter()
196 RemoveGrapplingHook(other);
197 entity _gun, _gunner;
201 _gunner = self.gunner1;
202 self.gunner1 = other;
204 else if(!self.gunner2)
207 _gunner = self.gunner2;
208 self.gunner2 = other;
212 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
217 _gunner.vehicle = _gun;
218 _gun.switchweapon = other.switchweapon;
219 _gun.vehicle_exit = bumb_gunner_exit;
221 other.angles = self.angles;
222 other.takedamage = DAMAGE_NO;
223 other.solid = SOLID_NOT;
224 other.movetype = MOVETYPE_NOCLIP;
226 other.event_damage = func_null;
227 other.view_ofs = '0 0 0';
228 other.hud = _gun.hud;
229 other.PlayerPhysplug = _gun.PlayerPhysplug;
230 other.vehicle_ammo1 = self.vehicle_ammo1;
231 other.vehicle_ammo2 = self.vehicle_ammo2;
232 other.vehicle_reload1 = self.vehicle_reload1;
233 other.vehicle_reload2 = self.vehicle_reload2;
234 other.vehicle_energy = self.vehicle_energy;
235 other.PlayerPhysplug = bumb_gunner_frame;
236 other.flags &= ~FL_ONGROUND;
239 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
240 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
241 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
242 WriteAngle(MSG_ONE, _gun.angles.x + self.angles.x); // tilt
243 WriteAngle(MSG_ONE, _gun.angles.y + self.angles.y); // yaw
244 WriteAngle(MSG_ONE, 0); // roll
245 _gun.vehicle_hudmodel.viewmodelforclient = other;
247 CSQCVehicleSetup(other, other.hud);
249 MUTATOR_CALLHOOK(VehicleEnter, other, _gun);
254 float vehicles_valid_pilot()
256 if (!IS_PLAYER(other))
259 if(other.deadflag != DEAD_NO)
262 if(other.vehicle != world)
265 if (!IS_REAL_CLIENT(other))
266 if(!autocvar_g_vehicles_allow_bots)
269 if(teamplay && other.team != self.team)
278 if(self.gunner1 != world && self.gunner2 != world)
284 if(vehicles_valid_pilot())
286 if(self.gun1.phase <= time)
287 if(bumb_gunner_enter())
290 if(self.gun2.phase <= time)
291 if(bumb_gunner_enter())
300 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
301 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
302 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
304 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
305 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
306 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
308 if(self.vehicle_flags & VHF_SHIELDREGEN)
309 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);
311 if(self.vehicle_flags & VHF_HEALTHREGEN)
312 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);
314 if(self.vehicle_flags & VHF_ENERGYREGEN)
315 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);
319 .vector hook_start, hook_end;
320 float bumb_pilot_frame()
326 vehic = self.vehicle;
330 if(vehic.deadflag != DEAD_NO)
333 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
339 crosshair_trace(pilot);
345 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
348 if(newvel.x > 180) newvel.x -= 360;
349 if(newvel.x < -180) newvel.x += 360;
350 if(newvel.y > 180) newvel.y -= 360;
351 if(newvel.y < -180) newvel.y += 360;
353 ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
354 if(ftmp > 180) ftmp -= 360;
355 if(ftmp < -180) ftmp += 360;
356 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
360 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
362 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
365 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
366 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
367 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
369 vehic.angles_x = anglemods(vehic.angles.x);
370 vehic.angles_y = anglemods(vehic.angles.y);
371 vehic.angles_z = anglemods(vehic.angles.z);
373 makevectors('0 1 0' * vehic.angles.y);
374 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
376 if(pilot.movement.x != 0)
378 if(pilot.movement.x > 0)
379 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
380 else if(pilot.movement.x < 0)
381 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
384 if(pilot.movement.y != 0)
386 if(pilot.movement.y < 0)
387 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
388 else if(pilot.movement.y > 0)
389 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
390 ftmp = newvel * v_right;
391 ftmp *= frametime * 0.1;
392 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
396 vehic.angles_z *= 0.95;
397 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
401 if(pilot.BUTTON_CROUCH)
402 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
403 else if(pilot.BUTTON_JUMP)
404 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
406 vehic.velocity += newvel * frametime;
407 pilot.velocity = pilot.movement = vehic.velocity;
410 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
412 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
413 vehic.tur_head.enemy = world;
416 if(trace_ent.movetype)
417 if(trace_ent.takedamage)
418 if(!trace_ent.deadflag)
422 if(trace_ent.team == pilot.team)
424 vehic.tur_head.enemy = trace_ent;
425 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
430 vehic.tur_head.enemy = trace_ent;
431 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
435 if(vehic.tur_head.enemy)
437 trace_endpos = real_origin(vehic.tur_head.enemy);
438 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
442 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
443 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
444 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
446 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
448 vehic.gun3.enemy.realowner = pilot;
449 vehic.gun3.enemy.effects &= ~EF_NODRAW;
451 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
452 vehic.gun3.enemy.SendFlags |= BRG_START;
454 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
458 if(autocvar_g_vehicle_bumblebee_raygun)
460 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);
461 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
465 if(trace_ent.deadflag == DEAD_NO)
466 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
469 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
471 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
472 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
474 if(autocvar_g_vehicle_bumblebee_healgun_hps)
475 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
477 else if(IS_CLIENT(trace_ent))
479 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
480 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
482 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
483 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
485 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
487 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
489 if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
490 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
491 //else ..hmmm what? ammo?
493 trace_ent.SendFlags |= TNSF_STATUS;
499 vehic.gun3.enemy.hook_end = trace_endpos;
500 setorigin(vehic.gun3.enemy, trace_endpos);
501 vehic.gun3.enemy.SendFlags |= BRG_END;
503 vehic.wait = time + 1;
506 vehic.gun3.enemy.effects |= EF_NODRAW;
509 remove(vehic.gun3.enemy);
511 vehic.gun3.enemy = world;
515 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
516 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
518 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
519 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
521 if(vehic.vehicle_flags & VHF_HASSHIELD)
522 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
524 vehic.angles_x *= -1;
525 makevectors(vehic.angles);
526 vehic.angles_x *= -1;
527 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
529 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
537 self.movetype = MOVETYPE_TOSS;
539 //self.velocity = self.velocity * 0.5;
540 self.angles_z *= 0.8;
541 self.angles_x *= 0.8;
543 self.nextthink = time + 0.05;
547 entity oldself = self;
551 oldself.gun1.vehicle_exit(VHEF_EJECT);
552 entity oldother = other;
564 oldself.gun2.vehicle_exit(VHEF_EJECT);
565 entity oldother = other;
579 self.touch = bumb_touch;
581 self.movetype = MOVETYPE_BOUNCEMISSILE;
582 //setattachment(self.owner, self.vehicle_viewport, "");
585 void bumb_exit(float eject)
587 self.touch = vehicles_touch;
588 self.think = bumb_think;
589 self.nextthink = time;
594 fixedmakevectors(self.angles);
596 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
597 spot = self.origin + v_up * 128 + v_forward * 200;
599 spot = self.origin + v_up * 128 - v_forward * 200;
601 spot = vehicles_findgoodexit(spot);
604 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
605 self.gun3.enemy.effects |= EF_NODRAW;
608 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
609 self.owner.velocity_z += 10;
610 setorigin(self.owner, spot);
612 antilag_clear(self.owner);
618 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
619 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
620 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
621 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
622 DEATH_VH_BUMB_DEATH, world);
624 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
625 pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
627 if(self.owner.deadflag == DEAD_DYING)
628 self.owner.deadflag = DEAD_DEAD;
635 if(time >= self.wait)
636 self.think = bumb_blowup;
640 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
641 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
644 self.nextthink = time + 0.1;
649 entity oldself = self;
652 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
653 self.gun3.enemy.effects |= EF_NODRAW;
658 oldself.gun1.vehicle_exit(VHEF_EJECT);
665 oldself.gun2.vehicle_exit(VHEF_EJECT);
669 self.vehicle_exit(VHEF_EJECT);
671 fixedmakevectors(self.angles);
672 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
673 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
674 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
676 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
679 _body.touch = bumb_blowup;
681 _body.touch = func_null;
683 _body.think = bumb_diethink;
684 _body.nextthink = time;
685 _body.wait = time + 2 + (random() * 8);
687 _body.enemy = self.enemy;
689 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
692 self.event_damage = func_null;
693 self.solid = SOLID_CORPSE;
694 self.takedamage = DAMAGE_NO;
695 self.deadflag = DEAD_DYING;
696 self.movetype = MOVETYPE_NONE;
697 self.effects = EF_NODRAW;
698 self.colormod = '0 0 0';
699 self.avelocity = '0 0 0';
700 self.velocity = '0 0 0';
701 self.touch = func_null;
704 setorigin(self, self.pos1);
709 if(autocvar_g_vehicle_bumblebee_bouncepain.x)
710 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain.x, autocvar_g_vehicle_bumblebee_bouncepain.y, autocvar_g_vehicle_bumblebee_bouncepain.z);
713 void bumb_spawn(float _f)
717 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
720 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
725 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
726 self.vehicle_shieldent = spawn();
727 self.vehicle_shieldent.effects = EF_LOWPRECISION;
728 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
729 setattachment(self.vehicle_shieldent, self, "");
730 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
731 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
732 self.vehicle_shieldent.think = shieldhit_think;
733 self.vehicle_shieldent.alpha = -1;
734 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
740 self.vehicle_flags |= VHF_MULTISLOT;
742 self.gun1.owner = self;
743 self.gun2.owner = self;
744 self.gun3.owner = self;
746 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
747 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
748 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
750 setattachment(self.gun1, self, "cannon_right");
751 setattachment(self.gun2, self, "cannon_left");
753 // Angled bones are no fun, messes up gun-aim; so work arround it.
754 self.gun3.pos1 = self.angles;
755 self.angles = '0 0 0';
756 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
758 setattachment(self.gun3, self, "");
759 setorigin(self.gun3, ofs);
760 self.angles = self.gun3.pos1;
762 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
763 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
765 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
766 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
769 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
770 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
772 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
773 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
778 if(self.gun3.enemy == world)
780 self.gun3.enemy = spawn();
781 Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
782 self.gun3.enemy.SendFlags = BRG_SETUP;
783 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
784 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
788 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
789 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
790 self.solid = SOLID_BBOX;
791 //self.movetype = MOVETYPE_BOUNCEMISSILE;
792 self.movetype = MOVETYPE_TOSS;
793 self.vehicle_impact = bumb_impact;
794 self.damageforcescale = 0.025;
796 setorigin(self, self.origin + '0 0 25');
799 void spawnfunc_vehicle_bumblebee()
801 if(!autocvar_g_vehicle_bumblebee)
807 precache_model("models/vehicles/bumblebee_body.dpm");
808 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
809 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
810 precache_model("models/vehicles/bumblebee_ray.dpm");
811 precache_model("models/vehicles/wakizashi_cockpit.dpm");
812 precache_model("models/vehicles/spiderbot_cockpit.dpm");
813 precache_model("models/vehicles/raptor_cockpit.dpm");
815 if(autocvar_g_vehicle_bumblebee_energy)
816 if(autocvar_g_vehicle_bumblebee_energy_regen)
817 self.vehicle_flags |= VHF_ENERGYREGEN;
819 if(autocvar_g_vehicle_bumblebee_shield)
820 self.vehicle_flags |= VHF_HASSHIELD;
822 if(autocvar_g_vehicle_bumblebee_shield_regen)
823 self.vehicle_flags |= VHF_SHIELDREGEN;
825 if(autocvar_g_vehicle_bumblebee_health_regen)
826 self.vehicle_flags |= VHF_HEALTHREGEN;
828 if(!vehicle_initialize(
829 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
830 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
831 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, false,
832 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
833 bumb_pilot_frame, bumb_enter, bumb_exit,
834 bumb_die, bumb_think, false, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
841 float bumble_raygun_send(entity to, int sf)
843 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
845 WriteByte(MSG_ENTITY, sf);
848 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
849 WriteByte(MSG_ENTITY, self.realowner.team);
850 WriteByte(MSG_ENTITY, self.cnt);
855 WriteCoord(MSG_ENTITY, self.hook_start.x);
856 WriteCoord(MSG_ENTITY, self.hook_start.y);
857 WriteCoord(MSG_ENTITY, self.hook_start.z);
862 WriteCoord(MSG_ENTITY, self.hook_end.x);
863 WriteCoord(MSG_ENTITY, self.hook_end.y);
864 WriteCoord(MSG_ENTITY, self.hook_end.z);
878 void bumble_raygun_draw()
882 vector _vtmp1, _vtmp2;
884 _len = vlen(self.origin - self.move_origin);
885 _dir = normalize(self.move_origin - self.origin);
887 if(self.total_damages < time)
889 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
890 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
891 self.total_damages = time + 0.1;
895 for(i = -0.1; i < 0.2; i += 0.1)
897 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
898 sz = 5 + random() * 5;
899 al = 0.25 + random() * 0.5;
900 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
901 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
902 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
904 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
905 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
906 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
908 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
909 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
910 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
912 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
916 void bumble_raygun_read(float bIsNew)
922 self.cnt = ReadByte();
923 self.team = ReadByte();
924 self.cnt = ReadByte();
927 self.colormod = '1 0 0';
929 self.colormod = '0 1 0';
931 self.traileffect = particleeffectnum("healray_muzzleflash");
932 self.lip = particleeffectnum("healray_impact");
934 self.draw = bumble_raygun_draw;
940 self.origin_x = ReadCoord();
941 self.origin_y = ReadCoord();
942 self.origin_z = ReadCoord();
943 setorigin(self, self.origin);
948 self.move_origin_x = ReadCoord();
949 self.move_origin_y = ReadCoord();
950 self.move_origin_z = ReadCoord();
954 void bumblebee_draw()
959 void bumblebee_draw2d()
964 void bumblebee_read_extra()
969 void vehicle_bumblebee_assemble()