float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
float autocvar_g_vehicle_bumblebee_friction = 0.5;
+bool autocvar_g_vehicle_bumblebee_swim = false;
float autocvar_g_vehicle_bumblebee_energy = 500;
float autocvar_g_vehicle_bumblebee_energy_regen = 50;
gun.enemy = NULL;
if(trace_ent)
- if(trace_ent.movetype)
+ if(trace_ent.move_movetype)
if(trace_ent.takedamage)
if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
{
vector vf = real_origin(gun.enemy);
vector _vel = gun.enemy.velocity;
- if(gun.enemy.movetype == MOVETYPE_WALK)
+ if(gun.enemy.move_movetype == MOVETYPE_WALK)
_vel.z *= 0.1;
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
- player.movetype = MOVETYPE_WALK;
+ set_movetype(player, MOVETYPE_WALK);
player.effects &= ~EF_NODRAW;
player.alpha = 1;
player.PlayerPhysplug = func_null;
if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
{
// we can have some fun
- if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
+ vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
+ vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
+ if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
{
- gunner = vehic.gun2;
- vehic.gunner2 = player;
+ gunner = vehic.gun1;
+ vehic.gunner1 = player;
}
else
{
- gunner = vehic.gun1;
- vehic.gunner1 = player;
+ gunner = vehic.gun2;
+ vehic.gunner2 = player;
}
}
else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
player.takedamage = DAMAGE_NO;
player.solid = SOLID_NOT;
player.alpha = -1;
- player.movetype = MOVETYPE_NOCLIP;
+ set_movetype(player, MOVETYPE_NOCLIP);
player.event_damage = func_null;
player.view_ofs = '0 0 0';
player.hud = gunner.hud;
player.vehicle_reload1 = vehic.vehicle_reload1;
player.vehicle_reload2 = vehic.vehicle_reload2;
player.vehicle_energy = vehic.vehicle_energy;
- player.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(player);
RemoveGrapplingHook(player);
return true;
}
-void bumblebee_touch(entity this)
+void bumblebee_touch(entity this, entity toucher)
{
if(autocvar_g_vehicles_enter) { return; }
if(this.gunner1 != NULL && this.gunner2 != NULL)
{
- vehicles_touch(this);
+ vehicles_touch(this, toucher);
return;
}
- if(vehicles_valid_pilot(this, other))
+ if(vehicles_valid_pilot(this, toucher))
{
float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
- if(time >= other.vehicle_enter_delay && phase_time)
- if(bumblebee_gunner_enter(this, other))
+ if(time >= toucher.vehicle_enter_delay && phase_time)
+ if(bumblebee_gunner_enter(this, toucher))
return;
}
- vehicles_touch(this);
+ vehicles_touch(this, toucher);
}
void bumblebee_regen(entity this)
vehic.tur_head.enemy = NULL;
if(trace_ent)
- if(trace_ent.movetype)
+ if(trace_ent.move_movetype)
if(trace_ent.takedamage)
if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
{
if((teamplay && trace_ent.team == this.team) || !teamplay)
{
- if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
+ if(IS_VEHICLE(trace_ent))
{
if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
{
float hgt;
- hgt = raptor_altitude(this, 512);
+ hgt = vehicle_altitude(this, 512);
this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
this.angles_x *= 0.95;
this.angles_z *= 0.95;
this.nextthink = time;
}
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
if(!this.owner)
return;
remove(this);
}
+void bumblebee_dead_touch(entity this, entity toucher)
+{
+ bumblebee_blowup(this);
+}
+
void bumblebee_diethink(entity this)
{
if(time >= this.wait)
{
settouch(instance, bumblebee_touch);
instance.nextthink = 0;
- instance.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
+}
+METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
+{
+ if(!instance.gunner1)
+ if(time >= instance.gun1.phase)
+ if(instance.gun1.vehicle_enter)
+ if(instance.gun1.vehicle_enter(instance, actor))
+ return;
+
+ if(!instance.gunner2)
+ if(time >= instance.gun2.phase)
+ if(instance.gun2.vehicle_enter)
+ if(instance.gun2.vehicle_enter(instance, actor))
+ return;
}
METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
{
{
entity e = instance.gunner1;
instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
- entity oldother = other;
- other = e;
instance.phase = 0;
- gettouch(instance)(instance);
- other = oldother;
+ gettouch(instance)(instance, e);
return;
}
{
entity e = instance.gunner2;
instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
- entity oldother = other;
- other = e;
instance.phase = 0;
- gettouch(instance)(instance);
- other = oldother;
+ gettouch(instance)(instance, e);
return;
}
}
entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
if(random() > 0.5)
- settouch(_body, bumblebee_blowup);
+ settouch(_body, bumblebee_dead_touch);
else
settouch(_body, func_null);
instance.solid = SOLID_NOT;
instance.takedamage = DAMAGE_NO;
instance.deadflag = DEAD_DYING;
- instance.movetype = MOVETYPE_NONE;
+ set_movetype(instance, MOVETYPE_NONE);
instance.effects = EF_NODRAW;
instance.colormod = '0 0 0';
instance.avelocity = '0 0 0';
}
}
+ if(!autocvar_g_vehicle_bumblebee_swim)
+ instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
+
instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
instance.solid = SOLID_BBOX;
- instance.movetype = MOVETYPE_TOSS;
+ set_movetype(instance, MOVETYPE_TOSS);
instance.damageforcescale = 0.025;
instance.PlayerPhysplug = bumblebee_pilot_frame;