2 #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;
166 vh_vehicle = self.vehicle;
167 MUTATOR_CALLHOOK(VehicleExit);
169 self.vehicle = vh_vehicle;
171 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
173 fixedmakevectors(self.vehicle.owner.angles);
175 if(self == self.vehicle.owner.gunner1)
177 self.vehicle.owner.gunner1 = world;
179 else if(self == self.vehicle.owner.gunner2)
181 self.vehicle.owner.gunner2 = world;
185 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
187 vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
188 spot = vehicles_findgoodexit(spot);
189 //setorigin(self , spot);
191 self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
192 self.velocity_z += 10;
194 self.vehicle.phase = time + 5;
195 self.vehicle = world;
198 float bumb_gunner_enter()
200 RemoveGrapplingHook(other);
201 entity _gun, _gunner;
205 _gunner = self.gunner1;
206 self.gunner1 = other;
208 else if(!self.gunner2)
211 _gunner = self.gunner2;
212 self.gunner2 = other;
216 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
221 _gunner.vehicle = _gun;
222 _gun.switchweapon = other.switchweapon;
223 _gun.vehicle_exit = bumb_gunner_exit;
225 other.angles = self.angles;
226 other.takedamage = DAMAGE_NO;
227 other.solid = SOLID_NOT;
228 other.movetype = MOVETYPE_NOCLIP;
230 other.event_damage = func_null;
231 other.view_ofs = '0 0 0';
232 other.hud = _gun.hud;
233 other.PlayerPhysplug = _gun.PlayerPhysplug;
234 other.vehicle_ammo1 = self.vehicle_ammo1;
235 other.vehicle_ammo2 = self.vehicle_ammo2;
236 other.vehicle_reload1 = self.vehicle_reload1;
237 other.vehicle_reload2 = self.vehicle_reload2;
238 other.vehicle_energy = self.vehicle_energy;
239 other.PlayerPhysplug = bumb_gunner_frame;
240 other.flags &= ~FL_ONGROUND;
243 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
244 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
245 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
246 WriteAngle(MSG_ONE, _gun.angles.x + self.angles.x); // tilt
247 WriteAngle(MSG_ONE, _gun.angles.y + self.angles.y); // yaw
248 WriteAngle(MSG_ONE, 0); // roll
249 _gun.vehicle_hudmodel.viewmodelforclient = other;
251 CSQCVehicleSetup(other, other.hud);
255 MUTATOR_CALLHOOK(VehicleEnter);
262 float vehicles_valid_pilot()
264 if (!IS_PLAYER(other))
267 if(other.deadflag != DEAD_NO)
270 if(other.vehicle != world)
273 if (!IS_REAL_CLIENT(other))
274 if(!autocvar_g_vehicles_allow_bots)
277 if(teamplay && other.team != self.team)
286 if(self.gunner1 != world && self.gunner2 != world)
292 if(vehicles_valid_pilot())
294 if(self.gun1.phase <= time)
295 if(bumb_gunner_enter())
298 if(self.gun2.phase <= time)
299 if(bumb_gunner_enter())
308 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
309 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
310 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
312 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
313 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
314 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
316 if(self.vehicle_flags & VHF_SHIELDREGEN)
317 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);
319 if(self.vehicle_flags & VHF_HEALTHREGEN)
320 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);
322 if(self.vehicle_flags & VHF_ENERGYREGEN)
323 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);
327 .vector hook_start, hook_end;
328 float bumb_pilot_frame()
334 vehic = self.vehicle;
338 if(vehic.deadflag != DEAD_NO)
341 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
347 crosshair_trace(pilot);
353 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
356 if(newvel.x > 180) newvel.x -= 360;
357 if(newvel.x < -180) newvel.x += 360;
358 if(newvel.y > 180) newvel.y -= 360;
359 if(newvel.y < -180) newvel.y += 360;
361 ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
362 if(ftmp > 180) ftmp -= 360;
363 if(ftmp < -180) ftmp += 360;
364 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
368 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
370 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
373 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
374 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
375 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
377 vehic.angles_x = anglemods(vehic.angles.x);
378 vehic.angles_y = anglemods(vehic.angles.y);
379 vehic.angles_z = anglemods(vehic.angles.z);
381 makevectors('0 1 0' * vehic.angles.y);
382 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
384 if(pilot.movement.x != 0)
386 if(pilot.movement.x > 0)
387 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
388 else if(pilot.movement.x < 0)
389 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
392 if(pilot.movement.y != 0)
394 if(pilot.movement.y < 0)
395 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
396 else if(pilot.movement.y > 0)
397 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
398 ftmp = newvel * v_right;
399 ftmp *= frametime * 0.1;
400 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
404 vehic.angles_z *= 0.95;
405 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
409 if(pilot.BUTTON_CROUCH)
410 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
411 else if(pilot.BUTTON_JUMP)
412 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
414 vehic.velocity += newvel * frametime;
415 pilot.velocity = pilot.movement = vehic.velocity;
418 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
420 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
421 vehic.tur_head.enemy = world;
424 if(trace_ent.movetype)
425 if(trace_ent.takedamage)
426 if(!trace_ent.deadflag)
430 if(trace_ent.team == pilot.team)
432 vehic.tur_head.enemy = trace_ent;
433 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
438 vehic.tur_head.enemy = trace_ent;
439 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
443 if(vehic.tur_head.enemy)
445 trace_endpos = real_origin(vehic.tur_head.enemy);
446 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
450 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
451 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
452 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
454 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
456 vehic.gun3.enemy.realowner = pilot;
457 vehic.gun3.enemy.effects &= ~EF_NODRAW;
459 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
460 vehic.gun3.enemy.SendFlags |= BRG_START;
462 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
466 if(autocvar_g_vehicle_bumblebee_raygun)
468 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);
469 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
473 if(trace_ent.deadflag == DEAD_NO)
474 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
477 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
479 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
480 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
482 if(autocvar_g_vehicle_bumblebee_healgun_hps)
483 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
485 else if(IS_CLIENT(trace_ent))
487 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
488 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
490 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
491 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
493 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
495 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
497 if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
498 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
499 //else ..hmmm what? ammo?
501 trace_ent.SendFlags |= TNSF_STATUS;
507 vehic.gun3.enemy.hook_end = trace_endpos;
508 setorigin(vehic.gun3.enemy, trace_endpos);
509 vehic.gun3.enemy.SendFlags |= BRG_END;
511 vehic.wait = time + 1;
514 vehic.gun3.enemy.effects |= EF_NODRAW;
517 remove(vehic.gun3.enemy);
519 vehic.gun3.enemy = world;
523 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
524 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
526 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
527 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
529 if(vehic.vehicle_flags & VHF_HASSHIELD)
530 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
532 vehic.angles_x *= -1;
533 makevectors(vehic.angles);
534 vehic.angles_x *= -1;
535 setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
537 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
545 self.movetype = MOVETYPE_TOSS;
547 //self.velocity = self.velocity * 0.5;
548 self.angles_z *= 0.8;
549 self.angles_x *= 0.8;
551 self.nextthink = time + 0.05;
555 entity oldself = self;
559 oldself.gun1.vehicle_exit(VHEF_EJECT);
560 entity oldother = other;
572 oldself.gun2.vehicle_exit(VHEF_EJECT);
573 entity oldother = other;
587 self.touch = bumb_touch;
589 self.movetype = MOVETYPE_BOUNCEMISSILE;
590 //setattachment(self.owner, self.vehicle_viewport, "");
593 void bumb_exit(float eject)
595 self.touch = vehicles_touch;
596 self.think = bumb_think;
597 self.nextthink = time;
602 fixedmakevectors(self.angles);
604 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
605 spot = self.origin + v_up * 128 + v_forward * 200;
607 spot = self.origin + v_up * 128 - v_forward * 200;
609 spot = vehicles_findgoodexit(spot);
612 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
613 self.gun3.enemy.effects |= EF_NODRAW;
616 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
617 self.owner.velocity_z += 10;
618 setorigin(self.owner, spot);
620 antilag_clear(self.owner);
626 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
627 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
628 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
629 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
630 DEATH_VH_BUMB_DEATH, world);
632 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
633 pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
635 if(self.owner.deadflag == DEAD_DYING)
636 self.owner.deadflag = DEAD_DEAD;
643 if(time >= self.wait)
644 self.think = bumb_blowup;
648 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
649 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
652 self.nextthink = time + 0.1;
657 entity oldself = self;
660 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
661 self.gun3.enemy.effects |= EF_NODRAW;
666 oldself.gun1.vehicle_exit(VHEF_EJECT);
673 oldself.gun2.vehicle_exit(VHEF_EJECT);
677 self.vehicle_exit(VHEF_EJECT);
679 fixedmakevectors(self.angles);
680 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
681 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
682 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
684 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
687 _body.touch = bumb_blowup;
689 _body.touch = func_null;
691 _body.think = bumb_diethink;
692 _body.nextthink = time;
693 _body.wait = time + 2 + (random() * 8);
695 _body.enemy = self.enemy;
697 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
700 self.event_damage = func_null;
701 self.solid = SOLID_CORPSE;
702 self.takedamage = DAMAGE_NO;
703 self.deadflag = DEAD_DYING;
704 self.movetype = MOVETYPE_NONE;
705 self.effects = EF_NODRAW;
706 self.colormod = '0 0 0';
707 self.avelocity = '0 0 0';
708 self.velocity = '0 0 0';
709 self.touch = func_null;
712 setorigin(self, self.pos1);
717 if(autocvar_g_vehicle_bumblebee_bouncepain.x)
718 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain.x, autocvar_g_vehicle_bumblebee_bouncepain.y, autocvar_g_vehicle_bumblebee_bouncepain.z);
721 void bumb_spawn(float _f)
725 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
728 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
733 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
734 self.vehicle_shieldent = spawn();
735 self.vehicle_shieldent.effects = EF_LOWPRECISION;
736 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
737 setattachment(self.vehicle_shieldent, self, "");
738 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
739 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
740 self.vehicle_shieldent.think = shieldhit_think;
741 self.vehicle_shieldent.alpha = -1;
742 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
748 self.vehicle_flags |= VHF_MULTISLOT;
750 self.gun1.owner = self;
751 self.gun2.owner = self;
752 self.gun3.owner = self;
754 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
755 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
756 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
758 setattachment(self.gun1, self, "cannon_right");
759 setattachment(self.gun2, self, "cannon_left");
761 // Angled bones are no fun, messes up gun-aim; so work arround it.
762 self.gun3.pos1 = self.angles;
763 self.angles = '0 0 0';
764 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
766 setattachment(self.gun3, self, "");
767 setorigin(self.gun3, ofs);
768 self.angles = self.gun3.pos1;
770 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
771 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
773 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
774 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
777 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
778 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
780 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
781 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
786 if(self.gun3.enemy == world)
788 self.gun3.enemy = spawn();
789 Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
790 self.gun3.enemy.SendFlags = BRG_SETUP;
791 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
792 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
796 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
797 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
798 self.solid = SOLID_BBOX;
799 //self.movetype = MOVETYPE_BOUNCEMISSILE;
800 self.movetype = MOVETYPE_TOSS;
801 self.vehicle_impact = bumb_impact;
802 self.damageforcescale = 0.025;
804 setorigin(self, self.origin + '0 0 25');
807 void spawnfunc_vehicle_bumblebee()
809 if(!autocvar_g_vehicle_bumblebee)
815 precache_model("models/vehicles/bumblebee_body.dpm");
816 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
817 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
818 precache_model("models/vehicles/bumblebee_ray.dpm");
819 precache_model("models/vehicles/wakizashi_cockpit.dpm");
820 precache_model("models/vehicles/spiderbot_cockpit.dpm");
821 precache_model("models/vehicles/raptor_cockpit.dpm");
823 if(autocvar_g_vehicle_bumblebee_energy)
824 if(autocvar_g_vehicle_bumblebee_energy_regen)
825 self.vehicle_flags |= VHF_ENERGYREGEN;
827 if(autocvar_g_vehicle_bumblebee_shield)
828 self.vehicle_flags |= VHF_HASSHIELD;
830 if(autocvar_g_vehicle_bumblebee_shield_regen)
831 self.vehicle_flags |= VHF_SHIELDREGEN;
833 if(autocvar_g_vehicle_bumblebee_health_regen)
834 self.vehicle_flags |= VHF_HEALTHREGEN;
836 if(!vehicle_initialize(
837 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
838 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
839 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, false,
840 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
841 bumb_pilot_frame, bumb_enter, bumb_exit,
842 bumb_die, bumb_think, false, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
849 float bumble_raygun_send(entity to, int sf)
851 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
853 WriteByte(MSG_ENTITY, sf);
856 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
857 WriteByte(MSG_ENTITY, self.realowner.team);
858 WriteByte(MSG_ENTITY, self.cnt);
863 WriteCoord(MSG_ENTITY, self.hook_start.x);
864 WriteCoord(MSG_ENTITY, self.hook_start.y);
865 WriteCoord(MSG_ENTITY, self.hook_start.z);
870 WriteCoord(MSG_ENTITY, self.hook_end.x);
871 WriteCoord(MSG_ENTITY, self.hook_end.y);
872 WriteCoord(MSG_ENTITY, self.hook_end.z);
886 void bumble_raygun_draw()
890 vector _vtmp1, _vtmp2;
892 _len = vlen(self.origin - self.move_origin);
893 _dir = normalize(self.move_origin - self.origin);
895 if(self.total_damages < time)
897 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
898 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
899 self.total_damages = time + 0.1;
903 for(i = -0.1; i < 0.2; i += 0.1)
905 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
906 sz = 5 + random() * 5;
907 al = 0.25 + random() * 0.5;
908 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
909 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
910 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
912 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
913 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
914 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
916 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
917 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
918 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
920 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
924 void bumble_raygun_read(float bIsNew)
930 self.cnt = ReadByte();
931 self.team = ReadByte();
932 self.cnt = ReadByte();
935 self.colormod = '1 0 0';
937 self.colormod = '0 1 0';
939 self.traileffect = particleeffectnum("healray_muzzleflash");
940 self.lip = particleeffectnum("healray_impact");
942 self.draw = bumble_raygun_draw;
948 self.origin_x = ReadCoord();
949 self.origin_y = ReadCoord();
950 self.origin_z = ReadCoord();
951 setorigin(self, self.origin);
956 self.move_origin_x = ReadCoord();
957 self.move_origin_y = ReadCoord();
958 self.move_origin_z = ReadCoord();
962 void bumblebee_draw()
967 void bumblebee_draw2d()
972 void bumblebee_read_extra()
977 void vehicle_bumblebee_assemble()