#ifndef BUMBLEBEE_H #define BUMBLEBEE_H const int BRG_SETUP = 2; const int BRG_START = 4; const int BRG_END = 8; #ifdef SVQC // Auto cvars float autocvar_g_vehicle_bumblebee_speed_forward; float autocvar_g_vehicle_bumblebee_speed_strafe; float autocvar_g_vehicle_bumblebee_speed_up; float autocvar_g_vehicle_bumblebee_speed_down; float autocvar_g_vehicle_bumblebee_turnspeed; float autocvar_g_vehicle_bumblebee_pitchspeed; float autocvar_g_vehicle_bumblebee_pitchlimit; float autocvar_g_vehicle_bumblebee_friction; float autocvar_g_vehicle_bumblebee_energy; float autocvar_g_vehicle_bumblebee_energy_regen; float autocvar_g_vehicle_bumblebee_energy_regen_pause; float autocvar_g_vehicle_bumblebee_health; float autocvar_g_vehicle_bumblebee_health_regen; float autocvar_g_vehicle_bumblebee_health_regen_pause; float autocvar_g_vehicle_bumblebee_shield; float autocvar_g_vehicle_bumblebee_shield_regen; float autocvar_g_vehicle_bumblebee_shield_regen_pause; float autocvar_g_vehicle_bumblebee_cannon_cost; float autocvar_g_vehicle_bumblebee_cannon_damage; float autocvar_g_vehicle_bumblebee_cannon_radius; float autocvar_g_vehicle_bumblebee_cannon_refire; float autocvar_g_vehicle_bumblebee_cannon_speed; float autocvar_g_vehicle_bumblebee_cannon_spread; float autocvar_g_vehicle_bumblebee_cannon_force; float autocvar_g_vehicle_bumblebee_cannon_ammo; float autocvar_g_vehicle_bumblebee_cannon_ammo_regen; float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause; float autocvar_g_vehicle_bumblebee_cannon_lock = 0; float autocvar_g_vehicle_bumblebee_cannon_turnspeed; float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down; float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up; float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in; float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out; float autocvar_g_vehicle_bumblebee_raygun_turnspeed; float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down; float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up; float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides; float autocvar_g_vehicle_bumblebee_raygun_range; float autocvar_g_vehicle_bumblebee_raygun_dps; float autocvar_g_vehicle_bumblebee_raygun_aps; float autocvar_g_vehicle_bumblebee_raygun_fps; float autocvar_g_vehicle_bumblebee_raygun; float autocvar_g_vehicle_bumblebee_healgun_hps; float autocvar_g_vehicle_bumblebee_healgun_hmax; float autocvar_g_vehicle_bumblebee_healgun_aps; float autocvar_g_vehicle_bumblebee_healgun_amax; float autocvar_g_vehicle_bumblebee_healgun_sps; float autocvar_g_vehicle_bumblebee_healgun_locktime; float autocvar_g_vehicle_bumblebee_respawntime; float autocvar_g_vehicle_bumblebee_blowup_radius; float autocvar_g_vehicle_bumblebee_blowup_coredamage; float autocvar_g_vehicle_bumblebee_blowup_edgedamage; float autocvar_g_vehicle_bumblebee_blowup_forceintensity; vector autocvar_g_vehicle_bumblebee_bouncepain; float autocvar_g_vehicle_bumblebee = 0; float bumble_raygun_send(entity to, float sf); const vector BUMB_MIN = '-130 -130 -130'; const vector BUMB_MAX = '130 130 130'; void bumb_fire_cannon(entity _gun, string _tagname, entity _owner); float bumb_gunner_frame(); void bumb_gunner_exit(float _exitflag); float bumb_gunner_enter(); float vehicles_valid_pilot(); void bumb_touch(); void bumb_regen(); float bumb_pilot_frame(); void bumb_think(); void bumb_enter(); void bumb_exit(float eject); void bumb_blowup(); void bumb_diethink(); void bumb_die(); void bumb_impact(); void bumb_spawn(float _f); void spawnfunc_vehicle_bumblebee(); float bumble_raygun_send(entity to, float sf); #endif // SVQC #ifdef CSQC /* .vector raygun_l1 .vector raygun_l2; .vector raygun_l3; */ void bumble_raygun_draw(); void bumble_raygun_read(float bIsNew); void bumblebee_draw(); void bumblebee_draw2d(); void bumblebee_read_extra(); void vehicle_bumblebee_assemble(); #endif //CSQC #endif