#include "bumblebee.qh"
-#ifdef IMPLEMENTATION
-
const float BRG_SETUP = 2;
const float BRG_START = 4;
const float BRG_END = 8;
float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
-float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
+float autocvar_g_vehicle_bumblebee_cannon_lock = 1;
-float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
+float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 260;
float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
_out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
}
+ this.oldorigin = this.origin; // negate fall damage
crosshair_trace(this);
vector _ct = trace_endpos;
if(autocvar_g_vehicle_bumblebee_cannon_lock)
{
- if(gun.lock_time < time)
+ if(gun.lock_time < time || IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy))
gun.enemy = NULL;
if(trace_ent)
- if(trace_ent.move_movetype)
- if(trace_ent.takedamage)
- if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
- {
- if(DIFF_TEAM(trace_ent, this))
- {
- gun.enemy = trace_ent;
- gun.lock_time = time + 5;
- }
- }
+ if(trace_ent.move_movetype)
+ if(trace_ent.takedamage)
+ if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
+ {
+ if(teamplay)
+ {
+ if(DIFF_TEAM(trace_ent, this))
+ {
+ gun.enemy = trace_ent;
+ gun.lock_time = time + 2.5;
+ }
+ }
+ else
+ {
+ gun.enemy = trace_ent;
+ gun.lock_time = time + 0.5;
+ }
+ }
}
if(gun.enemy)
UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
vehicle_aimturret(vehic, trace_endpos, gun, "fire",
autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
- _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
+ _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
}
else
vehicle_aimturret(vehic, _ct, gun, "fire",
autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
- _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
+ _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
if(!forbidWeaponUse(this))
if(PHYS_INPUT_BUTTON_ATCK(this))
gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
}
- VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
+ VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RESOURCE_HEALTH);
if(vehic.vehicle_flags & VHF_HASSHIELD)
VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
player.PlayerPhysplug = func_null;
player.view_ofs = STAT(PL_VIEW_OFS, player);
player.event_damage = PlayerDamage;
- player.hud = HUD_NORMAL;
+ STAT(HUD, player) = HUD_NORMAL;
player.teleportable = TELEPORT_NORMAL;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
set_movetype(player, MOVETYPE_NOCLIP);
player.event_damage = func_null;
player.view_ofs = '0 0 0';
- player.hud = gunner.hud;
+ STAT(HUD, player) = STAT(HUD, gunner);
player.teleportable = false;
player.PlayerPhysplug = gunner.PlayerPhysplug;
player.vehicle_ammo1 = vehic.vehicle_ammo1;
WriteAngle(MSG_ONE, 0); // roll
}
- CSQCVehicleSetup(player, player.hud);
+ CSQCVehicleSetup(player, STAT(HUD, player));
MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
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);
if(this.vehicle_flags & VHF_HEALTHREGEN)
- 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);
+ vehicles_regen_resource(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, RESOURCE_HEALTH);
if(this.vehicle_flags & VHF_ENERGYREGEN)
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);
entity vehic = this.vehicle;
return = true;
- if(gameover)
+ if(game_stopped)
{
vehic.solid = SOLID_NOT;
vehic.takedamage = DAMAGE_NO;
// Pitch
ftmp = 0;
- if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
+ if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
ftmp = 4;
- else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
+ else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
ftmp = -8;
newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
makevectors('0 1 0' * vehic.angles.y);
newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
- if(this.movement.x != 0)
+ if(CS(this).movement.x != 0)
{
- if(this.movement.x > 0)
+ if(CS(this).movement.x > 0)
newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
- else if(this.movement.x < 0)
+ else if(CS(this).movement.x < 0)
newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
}
- if(this.movement.y != 0)
+ if(CS(this).movement.y != 0)
{
- if(this.movement.y < 0)
+ if(CS(this).movement.y < 0)
newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
- else if(this.movement.y > 0)
+ else if(CS(this).movement.y > 0)
newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
ftmp = newvel * v_right;
ftmp *= dt * 0.1;
newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
vehic.velocity += newvel * dt;
- this.velocity = this.movement = vehic.velocity;
+ this.velocity = CS(this).movement = vehic.velocity;
if(autocvar_g_vehicle_bumblebee_healgun_locktime)
vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
- autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
+ autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed, dt);
if(!forbidWeaponUse(this))
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))
{
if(autocvar_g_vehicle_bumblebee_raygun)
{
- 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);
+ Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, DMG_NOWEP, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
}
else
{
if(!IS_DEAD(trace_ent))
+ {
if((teamplay && trace_ent.team == this.team) || !teamplay)
{
+ if(autocvar_g_vehicle_bumblebee_healgun_hps)
+ {
+ float hplimit = ((IS_PLAYER(trace_ent)) ? autocvar_g_vehicle_bumblebee_healgun_hmax : RESOURCE_LIMIT_NONE);
+ Heal(trace_ent, this, autocvar_g_vehicle_bumblebee_healgun_hps * dt, hplimit);
+ }
if(IS_VEHICLE(trace_ent))
{
- if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
+ if(autocvar_g_vehicle_bumblebee_healgun_sps && GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= trace_ent.max_health)
trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
-
- if(autocvar_g_vehicle_bumblebee_healgun_hps)
- trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
}
else if(IS_CLIENT(trace_ent))
{
- if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
- trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
-
- if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
- trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
-
- trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
- }
- else if(IS_TURRET(trace_ent))
- {
- if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
- trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
- //else ..hmmm what? ammo?
-
- trace_ent.SendFlags |= TNSF_STATUS;
+ if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
+ GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
}
}
+ }
}
}
}
*/
- VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
+ VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RESOURCE_HEALTH);
VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
makevectors(vehic.angles);
vehic.angles_x *= -1;
setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
+ this.oldorigin = this.origin; // negate fall damage
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
}
else
spot = this.origin + v_up * 128 - v_forward * 300;
- spot = vehicles_findgoodexit(this, spot);
+ spot = vehicles_findgoodexit(this, this.owner, spot);
// Hide beam
if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
autocvar_g_vehicle_bumblebee_blowup_edgedamage,
autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
autocvar_g_vehicle_bumblebee_blowup_forceintensity,
- DEATH_VH_BUMB_DEATH.m_id, NULL);
+ DEATH_VH_BUMB_DEATH.m_id, DMG_NOWEP, NULL);
sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
- instance.health = 0;
+ SetResourceAmountExplicit(instance, RESOURCE_HEALTH, 0);
instance.event_damage = func_null;
instance.solid = SOLID_NOT;
instance.takedamage = DAMAGE_NO;
if(!autocvar_g_vehicle_bumblebee_swim)
instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
- instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+ SetResourceAmountExplicit(instance, RESOURCE_HEALTH, autocvar_g_vehicle_bumblebee_health);
instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
instance.solid = SOLID_BBOX;
set_movetype(instance, MOVETYPE_TOSS);
instance.vehicle_exit = bumblebee_exit;
instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
- instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
- instance.max_health = instance.vehicle_health;
+ SetResourceAmountExplicit(instance, RESOURCE_HEALTH, autocvar_g_vehicle_bumblebee_health);
+ instance.max_health = GetResourceAmount(instance, RESOURCE_HEALTH);
instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
}
float hudAlpha = autocvar_hud_panel_fg_alpha;
float blinkValue = 0.55 + sin(time * 7) * 0.45;
vector tmpPos = '0 0 0';
- vector tmpSize = '1 1 1' * hud_fontsize;
+ vector tmpSize = hud_fontsize;
tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
if(!AuxiliaryXhair[1].draw2d)
}
#endif
-#endif