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Merge branch 'master' into Mario/vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / unit / bumblebee.qc
1 #ifdef REGISTER_VEHICLE
2 REGISTER_VEHICLE(
3 /* VEH_##id   */ BUMBLEBEE,
4 /* function   */ v_bumblebee,
5 /* spawnflags */ VHF_DMGSHAKE,
6 /* mins,maxs  */ '-245 -130 -130', '230 130 130',
7 /* model          */ "models/vehicles/bumblebee_body.dpm",
8 /* head_model */ "",
9 /* hud_model  */ "models/vehicles/spiderbot_cockpit.dpm",
10 /* tags           */ "", "", "tag_viewport",
11 /* netname        */ "bumblebee",
12 /* fullname   */ _("Bumblebee")
13 );
14 #else
15
16 const float BRG_SETUP = 2;
17 const float BRG_START = 4;
18 const float BRG_END = 8;
19
20 #ifdef SVQC
21 float autocvar_g_vehicle_bumblebee_speed_forward;
22 float autocvar_g_vehicle_bumblebee_speed_strafe;
23 float autocvar_g_vehicle_bumblebee_speed_up;
24 float autocvar_g_vehicle_bumblebee_speed_down;
25 float autocvar_g_vehicle_bumblebee_turnspeed;
26 float autocvar_g_vehicle_bumblebee_pitchspeed;
27 float autocvar_g_vehicle_bumblebee_pitchlimit;
28 float autocvar_g_vehicle_bumblebee_friction;
29
30 float autocvar_g_vehicle_bumblebee_energy;
31 float autocvar_g_vehicle_bumblebee_energy_regen;
32 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
33
34 float autocvar_g_vehicle_bumblebee_health;
35 float autocvar_g_vehicle_bumblebee_health_regen;
36 float autocvar_g_vehicle_bumblebee_health_regen_pause;
37
38 float autocvar_g_vehicle_bumblebee_shield;
39 float autocvar_g_vehicle_bumblebee_shield_regen;
40 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
41
42 float autocvar_g_vehicle_bumblebee_cannon_cost;
43 float autocvar_g_vehicle_bumblebee_cannon_damage;
44 float autocvar_g_vehicle_bumblebee_cannon_radius;
45 float autocvar_g_vehicle_bumblebee_cannon_refire;
46 float autocvar_g_vehicle_bumblebee_cannon_speed;
47 float autocvar_g_vehicle_bumblebee_cannon_spread;
48 float autocvar_g_vehicle_bumblebee_cannon_force;
49
50 float autocvar_g_vehicle_bumblebee_cannon_ammo;
51 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
52 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
53
54 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
55
56 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
57 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
58 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
59 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
60 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
61
62
63 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
64 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
65 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
66 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
67
68 float autocvar_g_vehicle_bumblebee_raygun_range;
69 float autocvar_g_vehicle_bumblebee_raygun_dps;
70 float autocvar_g_vehicle_bumblebee_raygun_aps;
71 float autocvar_g_vehicle_bumblebee_raygun_fps;
72
73 float autocvar_g_vehicle_bumblebee_raygun;
74 float autocvar_g_vehicle_bumblebee_healgun_hps;
75 float autocvar_g_vehicle_bumblebee_healgun_hmax;
76 float autocvar_g_vehicle_bumblebee_healgun_aps;
77 float autocvar_g_vehicle_bumblebee_healgun_amax;
78 float autocvar_g_vehicle_bumblebee_healgun_sps;
79 float autocvar_g_vehicle_bumblebee_healgun_locktime;
80
81 float autocvar_g_vehicle_bumblebee_respawntime;
82
83 float autocvar_g_vehicle_bumblebee_blowup_radius;
84 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
85 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
86 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
87 var vector autocvar_g_vehicle_bumblebee_bouncepain;
88
89 var float autocvar_g_vehicle_bumblebee = 0;
90
91
92 float bumble_raygun_send(entity to, float sf);
93
94 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
95 {
96         vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
97         vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
98                                                 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
99                                                 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
100                                                 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
101 }
102
103 float bumblebee_gunner_frame()
104 {
105         entity vehic    = self.vehicle.owner;
106         entity gun      = self.vehicle;
107         entity gunner   = self;
108         self = vehic;
109
110         vehic.solid = SOLID_NOT;
111         //setorigin(gunner, vehic.origin);
112         gunner.velocity = vehic.velocity;
113
114         float _in, _out;
115         vehic.angles_x *= -1;
116         makevectors(vehic.angles);
117         vehic.angles_x *= -1;
118         if((gun == vehic.gun1))
119         {
120                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
121                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
122                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
123         }
124         else
125         {
126                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
127                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
128                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
129         }
130
131         crosshair_trace(gunner);
132         vector _ct = trace_endpos;
133         vector ad;
134
135         if(autocvar_g_vehicle_bumblebee_cannon_lock)
136         {
137                 if(gun.lock_time < time)
138                         gun.enemy = world;
139
140                 if(trace_ent)
141                         if(trace_ent.movetype)
142                                 if(trace_ent.takedamage)
143                                         if(!trace_ent.deadflag)
144                                         {
145                                                 if(teamplay)
146                                                 {
147                                                         if(trace_ent.team != gunner.team)
148                                                         {
149                                                                 gun.enemy = trace_ent;
150                                                                 gun.lock_time = time + 5;
151                                                         }
152                                                 }
153                                                 else
154                                                 {
155                                                         gun.enemy = trace_ent;
156                                                         gun.lock_time = time + 5;
157                                                 }
158                                         }
159         }
160
161         if(gun.enemy)
162         {
163                 float distance, impact_time;
164
165                 vector vf = real_origin(gun.enemy);
166                 vector _vel = gun.enemy.velocity;
167                 if(gun.enemy.movetype == MOVETYPE_WALK)
168                         _vel_z *= 0.1;
169
170
171                 ad = vf;
172                 distance = vlen(ad - gunner.origin);
173                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
174                 ad = vf + _vel * impact_time;
175                 trace_endpos = ad;
176
177
178                 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
179                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
180                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
181                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
182
183         }
184         else
185                 vehicle_aimturret(vehic, _ct, gun, "fire",
186                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
187                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
188
189         if(!forbidWeaponUse(gunner))
190         if(gunner.BUTTON_ATCK)
191                 if(time > gun.attack_finished_single)
192                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
193                         {
194                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
195                                 bumblebee_fire_cannon(gun, "fire", gunner);
196                                 gun.delay = time;
197                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
198                         }
199
200         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
201
202         if(vehic.vehicle_flags & VHF_HASSHIELD)
203                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
204
205         ad = gettaginfo(gun, gettagindex(gun, "fire"));
206         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
207
208         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
209
210         if(vehic.owner)
211                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
212
213         vehic.solid = SOLID_BBOX;
214         gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
215         gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
216
217         self = gunner;
218         return 1;
219 }
220
221 void bumblebee_gunner_exit(float _exitflag)
222 {
223         if(IS_REAL_CLIENT(self))
224         {
225                 msg_entity = self;
226                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
227                 WriteEntity(MSG_ONE, self);
228
229                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
230                 WriteAngle(MSG_ONE, 0);
231                 WriteAngle(MSG_ONE, self.vehicle.angles_y);
232                 WriteAngle(MSG_ONE, 0);
233         }
234
235         CSQCVehicleSetup(self, HUD_NORMAL);
236         setsize(self, PL_MIN, PL_MAX);
237
238         self.takedamage     = DAMAGE_AIM;
239         self.solid          = SOLID_SLIDEBOX;
240         self.movetype       = MOVETYPE_WALK;
241         self.effects        &= ~EF_NODRAW;
242         self.alpha          = 1;
243         self.PlayerPhysplug = func_null;
244         self.view_ofs       = PL_VIEW_OFS;
245         self.event_damage   = PlayerDamage;
246         self.hud            = HUD_NORMAL;
247         self.teleportable       = TELEPORT_NORMAL;
248         self.switchweapon   = self.vehicle.switchweapon;
249
250     vh_player = self;
251     vh_vehicle = self.vehicle;
252     MUTATOR_CALLHOOK(VehicleExit);
253     self = vh_player;
254     self.vehicle = vh_vehicle;
255
256         self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
257
258         fixedmakevectors(self.vehicle.owner.angles);
259
260         if(self == self.vehicle.owner.gunner1)
261         {
262                 self.vehicle.owner.gunner1 = world;
263         }
264         else if(self == self.vehicle.owner.gunner2)
265         {
266                 self.vehicle.owner.gunner2 = world;
267                 v_right *= -1;
268         }
269         else
270                 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
271
272         vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
273         spot = vehicles_findgoodexit(spot);
274         //setorigin(self , spot);
275
276         self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
277         self.velocity_z += 10;
278
279         self.vehicle.phase = time + 5;
280         self.vehicle        = world;
281 }
282
283 float bumblebee_gunner_enter()
284 {
285         RemoveGrapplingHook(other);
286         entity _gun, _gunner;
287         if(!self.gunner1)
288         {
289                 _gun = self.gun1;
290                 _gunner = self.gunner1;
291                 self.gunner1 = other;
292         }
293         else if(!self.gunner2)
294         {
295                 _gun = self.gun2;
296                 _gunner = self.gunner2;
297                 self.gunner2 = other;
298         }
299         else
300         {
301                 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
302                 return FALSE;
303         }
304
305         _gunner            = other;
306         _gunner.vehicle    = _gun;
307         _gun.switchweapon  = other.switchweapon;
308         _gun.vehicle_exit  = bumblebee_gunner_exit;
309
310         other.angles            = self.angles;
311         other.takedamage        = DAMAGE_NO;
312         other.solid             = SOLID_NOT;
313         other.movetype          = MOVETYPE_NOCLIP;
314         other.alpha             = -1;
315         other.event_damage      = func_null;
316         other.view_ofs          = '0 0 0';
317         other.hud               = _gun.hud;
318         other.teleportable              = FALSE;
319         other.PlayerPhysplug    = _gun.PlayerPhysplug;
320         other.vehicle_ammo1     = self.vehicle_ammo1;
321         other.vehicle_ammo2     = self.vehicle_ammo2;
322         other.vehicle_reload1   = self.vehicle_reload1;
323         other.vehicle_reload2   = self.vehicle_reload2;
324         other.vehicle_energy    = self.vehicle_energy;
325         other.PlayerPhysplug    = bumblebee_gunner_frame;
326         other.flags             &= ~FL_ONGROUND;
327
328         if(IS_REAL_CLIENT(other))
329         {
330                 msg_entity = other;
331                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
332                 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
333                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
334                 WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x);    // tilt
335                 WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y);    // yaw
336                 WriteAngle(MSG_ONE, 0);                             // roll
337         }
338         
339         _gun.vehicle_hudmodel.viewmodelforclient = other;
340
341         CSQCVehicleSetup(other, other.hud);
342
343     vh_player = other;
344     vh_vehicle = _gun;
345     MUTATOR_CALLHOOK(VehicleEnter);
346     other = vh_player;
347     _gun = vh_vehicle;
348
349         return TRUE;
350 }
351
352 float vehicles_valid_pilot()
353 {
354         if (!IS_PLAYER(other))
355                 return FALSE;
356
357         if(other.deadflag != DEAD_NO)
358                 return FALSE;
359
360         if(other.vehicle != world)
361                 return FALSE;
362
363         if (!IS_REAL_CLIENT(other))
364                 if(!autocvar_g_vehicles_allow_bots)
365                         return FALSE;
366
367         if(teamplay && other.team != self.team)
368                 return FALSE;
369
370         return TRUE;
371 }
372
373 void bumblebee_touch()
374 {
375         if(autocvar_g_vehicles_enter) { return; }
376
377         if(self.gunner1 != world && self.gunner2 != world)
378         {
379                 vehicles_touch();
380                 return;
381         }
382
383         if(vehicles_valid_pilot())
384         {
385                 if(self.gun1.phase <= time)
386                         if(bumblebee_gunner_enter())
387                                 return;
388
389                 if(self.gun2.phase <= time)
390                         if(bumblebee_gunner_enter())
391                                 return;
392         }
393
394         vehicles_touch();
395 }
396
397 void bumblebee_regen()
398 {
399         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
400                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
401                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
402
403         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
404                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
405                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
406
407         if(self.vehicle_flags  & VHF_SHIELDREGEN)
408                 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);
409
410         if(self.vehicle_flags  & VHF_HEALTHREGEN)
411                 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);
412
413         if(self.vehicle_flags  & VHF_ENERGYREGEN)
414                 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);
415
416 }
417
418 float bumblebee_pilot_frame()
419 {
420         entity pilot, vehic;
421         vector newvel;
422
423         pilot = self;
424         vehic = self.vehicle;
425         self   = vehic;
426
427         if(vehic.deadflag != DEAD_NO)
428         {
429                 self = pilot;
430                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
431                 return 1;
432         }
433
434         bumblebee_regen();
435
436         crosshair_trace(pilot);
437
438         vector vang;
439         float ftmp;
440
441         vang = vehic.angles;
442         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
443         vang_x *= -1;
444         newvel_x *= -1;
445         if(newvel_x > 180)  newvel_x -= 360;
446         if(newvel_x < -180) newvel_x += 360;
447         if(newvel_y > 180)  newvel_y -= 360;
448         if(newvel_y < -180) newvel_y += 360;
449
450         ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
451         if(ftmp > 180)  ftmp -= 360;
452         if(ftmp < -180) ftmp += 360;
453         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
454
455         // Pitch
456         ftmp = 0;
457         if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit)
458                 ftmp = 4;
459         else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit)
460                 ftmp = -8;
461
462         newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
463         ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
464         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
465
466         vehic.angles_x = anglemods(vehic.angles_x);
467         vehic.angles_y = anglemods(vehic.angles_y);
468         vehic.angles_z = anglemods(vehic.angles_z);
469
470         makevectors('0 1 0' * vehic.angles_y);
471         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
472
473         if(pilot.movement_x != 0)
474         {
475                 if(pilot.movement_x > 0)
476                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
477                 else if(pilot.movement_x < 0)
478                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
479         }
480
481         if(pilot.movement_y != 0)
482         {
483                 if(pilot.movement_y < 0)
484                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
485                 else if(pilot.movement_y > 0)
486                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
487                 ftmp = newvel * v_right;
488                 ftmp *= frametime * 0.1;
489                 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
490         }
491         else
492         {
493                 vehic.angles_z *= 0.95;
494                 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
495                         vehic.angles_z = 0;
496         }
497
498         if(pilot.BUTTON_CROUCH)
499                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
500         else if(pilot.BUTTON_JUMP)
501                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
502
503         vehic.velocity  += newvel * frametime;
504         pilot.velocity = pilot.movement  = vehic.velocity;
505
506
507         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
508         {
509                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
510                         vehic.tur_head.enemy = world;
511
512                 if(trace_ent)
513                 if(trace_ent.movetype)
514                 if(trace_ent.takedamage)
515                 if(!trace_ent.deadflag)
516                 {
517                         if(teamplay)
518                         {
519                                 if(trace_ent.team == pilot.team)
520                                 {
521                                         vehic.tur_head.enemy = trace_ent;
522                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
523                                 }
524                         }
525                         else
526                         {
527                                 vehic.tur_head.enemy = trace_ent;
528                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
529                         }
530                 }
531
532                 if(vehic.tur_head.enemy)
533                 {
534                         trace_endpos = real_origin(vehic.tur_head.enemy);
535                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
536                 }
537         }
538
539         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
540                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
541                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
542
543         if(!forbidWeaponUse(pilot))
544         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
545         {
546                 vehic.gun3.enemy.realowner = pilot;
547                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
548
549                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
550                 vehic.gun3.enemy.SendFlags |= BRG_START;
551
552                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
553
554                 if(trace_ent)
555                 {
556                         if(autocvar_g_vehicle_bumblebee_raygun)
557                         {
558                                 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);
559                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
560                         }
561                         else
562                         {
563                                 if(trace_ent.deadflag == DEAD_NO)
564                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
565                                         {
566
567                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
568                                                 {
569                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
570                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
571
572                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
573                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
574                                                 }
575                                                 else if(IS_CLIENT(trace_ent))
576                                                 {
577                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
578                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
579
580                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
581                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
582
583                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
584                                                 }
585                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
586                                                 {
587                                                         if(trace_ent.health  <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
588                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
589                                                         //else ..hmmm what? ammo?
590
591                                                         trace_ent.SendFlags |= TNSF_STATUS;
592                                                 }
593                                         }
594                         }
595                 }
596
597                 vehic.gun3.enemy.hook_end = trace_endpos;
598                 setorigin(vehic.gun3.enemy, trace_endpos);
599                 vehic.gun3.enemy.SendFlags |= BRG_END;
600
601                 vehic.wait = time + 1;
602         }
603         else
604                 vehic.gun3.enemy.effects |= EF_NODRAW;
605         /*{
606                 if(vehic.gun3.enemy)
607                         remove(vehic.gun3.enemy);
608
609                 vehic.gun3.enemy = world;
610         }
611         */
612
613         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
614         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
615
616         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
617         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
618
619         if(vehic.vehicle_flags & VHF_HASSHIELD)
620                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
621
622         vehic.angles_x *= -1;
623         makevectors(vehic.angles);
624         vehic.angles_x *= -1;
625         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
626
627         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
628         self = pilot;
629
630         return 1;
631 }
632
633 void bumblebee_land()
634 {
635         float hgt;
636
637         hgt = raptor_altitude(512);
638         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
639         self.angles_x *= 0.95;
640         self.angles_z *= 0.95;
641
642         if(hgt < 16)
643                 self.think      = vehicles_think;
644
645         self.nextthink = time;
646         
647         CSQCMODEL_AUTOUPDATE();
648 }
649
650 void bumblebee_exit(float eject)
651 {
652         if(self.owner.vehicleid == VEH_BUMBLEBEE)
653         {
654                 bumblebee_gunner_exit(eject);
655                 return;
656         }
657
658         self.touch = vehicles_touch;
659
660         if(self.deadflag == DEAD_NO)
661         {
662                 self.think = bumblebee_land;
663                 self.nextthink  = time;
664         }
665         
666         self.movetype = MOVETYPE_TOSS;
667
668         if(!self.owner)
669                 return;
670
671         fixedmakevectors(self.angles);
672         vector spot;
673         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
674                 spot = self.origin + v_up * 128 + v_forward * 300;
675         else
676                 spot = self.origin + v_up * 128 - v_forward * 300;
677
678         spot = vehicles_findgoodexit(spot);
679
680         // Hide beam
681         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
682                 self.gun3.enemy.effects |= EF_NODRAW;
683     }
684
685         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
686         self.owner.velocity_z += 10;
687         setorigin(self.owner, spot);
688
689         antilag_clear(self.owner);
690     self.owner = world;
691 }
692
693 void bumblebee_blowup()
694 {
695         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
696                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
697                                  autocvar_g_vehicle_bumblebee_blowup_radius, self,
698                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
699                                  DEATH_VH_BUMB_DEATH, world);
700
701         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
702         pointparticles(particleeffectnum("explosion_big"), (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
703
704         if(self.owner.deadflag == DEAD_DYING)
705                 self.owner.deadflag = DEAD_DEAD;
706
707         remove(self);
708 }
709
710 void bumblebee_diethink()
711 {
712         if(time >= self.wait)
713                 self.think = bumblebee_blowup;
714
715         if(random() < 0.1)
716         {
717                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
718                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
719         }
720
721         self.nextthink = time + 0.1;
722 }
723
724 float bumble_raygun_send(entity to, float sf)
725 {
726         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
727
728         WriteByte(MSG_ENTITY, sf);
729         if(sf & BRG_SETUP)
730         {
731                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
732                 WriteByte(MSG_ENTITY, self.realowner.team);
733                 WriteByte(MSG_ENTITY, self.cnt);
734         }
735
736         if(sf & BRG_START)
737         {
738                 WriteCoord(MSG_ENTITY, self.hook_start_x);
739                 WriteCoord(MSG_ENTITY, self.hook_start_y);
740                 WriteCoord(MSG_ENTITY, self.hook_start_z);
741         }
742
743         if(sf & BRG_END)
744         {
745                 WriteCoord(MSG_ENTITY, self.hook_end_x);
746                 WriteCoord(MSG_ENTITY, self.hook_end_y);
747                 WriteCoord(MSG_ENTITY, self.hook_end_z);
748         }
749
750         return TRUE;
751 }
752
753 void spawnfunc_vehicle_bumblebee()
754 {
755         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
756         if(!vehicle_initialize(VEH_BUMBLEBEE, FALSE)) { remove(self); return; }
757 }
758
759 float v_bumblebee(float req)
760 {
761         switch(req)
762         {
763                 case VR_IMPACT:
764                 {
765                         if(autocvar_g_vehicle_bumblebee_bouncepain)
766                                 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
767                                 
768                         return TRUE;
769                 }
770                 case VR_ENTER:
771                 {
772                         self.touch = bumblebee_touch;
773                         self.nextthink = 0;
774                         self.movetype = MOVETYPE_BOUNCEMISSILE;
775                         return TRUE;
776                 }
777                 case VR_THINK:
778                 {
779                         self.angles_z *= 0.8;
780                         self.angles_x *= 0.8;
781                         
782                         self.nextthink = time;
783                         
784                         if(!self.owner)
785                         {
786                                 entity oldself = self;          
787                                 if(self.gunner1)
788                                 {
789                                         self = self.gunner1;
790                                         oldself.gun1.vehicle_exit(VHEF_EJECT);
791                                         entity oldother = other;
792                                         other = self;
793                                         self = oldself;
794                                         self.phase = 0;
795                                         self.touch();
796                                         other = oldother;
797                                         return TRUE;
798                                 }
799                                 
800                                 if(self.gunner2)
801                                 {
802                                         self = self.gunner2;
803                                         oldself.gun2.vehicle_exit(VHEF_EJECT);
804                                         entity oldother = other;
805                                         other = self;
806                                         self = oldself;
807                                         self.phase = 0;
808                                         self.touch();
809                                         other = oldother;
810                                         return TRUE;
811                                 }               
812                         }
813                         
814                         return TRUE;
815                 }
816                 case VR_DEATH:
817                 {
818                         entity oldself = self;
819
820                         CSQCModel_UnlinkEntity();
821
822                         // Hide beam
823                         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
824                                 self.gun3.enemy.effects |= EF_NODRAW;
825                         
826                         if(self.gunner1)
827                         {
828                                 self = self.gunner1;
829                                 oldself.gun1.vehicle_exit(VHEF_EJECT);
830                                 self = oldself;
831                         }
832
833                         if(self.gunner2)
834                         {
835                                 self = self.gunner2;
836                                 oldself.gun2.vehicle_exit(VHEF_EJECT);
837                                 self = oldself;
838                         }
839
840                         self.vehicle_exit(VHEF_EJECT);
841
842                         fixedmakevectors(self.angles);
843                         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
844                         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
845                         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
846
847                         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
848
849                         if(random() > 0.5)
850                                 _body.touch = bumblebee_blowup;
851                         else
852                                 _body.touch = func_null;
853                                 
854                         _body.think = bumblebee_diethink;
855                         _body.nextthink = time;
856                         _body.wait = time + 2 + (random() * 8);
857                         _body.owner = self;
858                         _body.enemy = self.enemy;
859                         _body.scale = 1.5;
860                         _body.angles = self.angles;
861                         
862                         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
863                         
864                         self.health                     = 0;
865                         self.event_damage       = func_null;
866                         self.solid                      = SOLID_NOT;
867                         self.takedamage         = DAMAGE_NO;
868                         self.deadflag           = DEAD_DYING;
869                         self.movetype           = MOVETYPE_NONE;
870                         self.effects            = EF_NODRAW;
871                         self.colormod           = '0 0 0';
872                         self.avelocity          = '0 0 0';
873                         self.velocity           = '0 0 0';
874                         self.touch                      = func_null;
875                         self.nextthink          = 0;
876
877                         setorigin(self, self.pos1);
878                         return TRUE;
879                 }
880                 case VR_SPAWN:
881                 {
882                         if(!self.gun1)
883                         {
884                                 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
885                                 self.vehicle_shieldent = spawn();
886                                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
887                                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
888                                 setattachment(self.vehicle_shieldent, self, "");
889                                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
890                                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
891                                 self.vehicle_shieldent.think       = shieldhit_think;
892                                 self.vehicle_shieldent.alpha = -1;
893                                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
894
895                                 self.gun1 = spawn();
896                                 self.gun2 = spawn();
897                                 self.gun3 = spawn();
898
899                                 self.vehicle_flags |= VHF_MULTISLOT;
900
901                                 self.gun1.owner = self;
902                                 self.gun2.owner = self;
903                                 self.gun3.owner = self;
904
905                                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
906                                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
907                                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
908
909                                 setattachment(self.gun1, self, "cannon_right");
910                                 setattachment(self.gun2, self, "cannon_left");
911
912                                 // Angled bones are no fun, messes up gun-aim; so work arround it.
913                                 self.gun3.pos1 = self.angles;
914                                 self.angles = '0 0 0';
915                                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
916                                 ofs -= self.origin;
917                                 setattachment(self.gun3, self, "");
918                                 setorigin(self.gun3, ofs);
919                                 self.angles = self.gun3.pos1;
920
921                                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
922                                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
923
924                                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
925                                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
926
927                                 //fixme-model-bones
928                                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
929                                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
930                                 //fixme-model-bones
931                                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
932                                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
933
934                                 self.scale = 1.5;
935                                 
936                                 // Raygun beam
937                                 if(self.gun3.enemy == world)
938                                 {                       
939                                         self.gun3.enemy = spawn();
940                                         Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
941                                         self.gun3.enemy.SendFlags = BRG_SETUP;                  
942                                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
943                                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
944                                 }
945                         }
946
947                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
948                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
949                         self.solid = SOLID_BBOX;
950                         self.movetype = MOVETYPE_TOSS;
951                         self.damageforcescale = 0.025;
952                         
953                         self.PlayerPhysplug = bumblebee_pilot_frame;
954                         
955                         setorigin(self, self.origin + '0 0 25');
956                         return TRUE;
957                 }
958                 case VR_SETUP:
959                 {
960                         if(autocvar_g_vehicle_bumblebee_energy)
961                         if(autocvar_g_vehicle_bumblebee_energy_regen)
962                                 self.vehicle_flags |= VHF_ENERGYREGEN;
963
964                         if(autocvar_g_vehicle_bumblebee_shield)
965                                 self.vehicle_flags |= VHF_HASSHIELD;
966
967                         if(autocvar_g_vehicle_bumblebee_shield_regen)
968                                 self.vehicle_flags |= VHF_SHIELDREGEN;
969
970                         if(autocvar_g_vehicle_bumblebee_health_regen)
971                                 self.vehicle_flags |= VHF_HEALTHREGEN;
972                                 
973                         self.vehicle_exit = bumblebee_exit;
974                         self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
975                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
976                         self.max_health = self.vehicle_health;
977                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
978                                 
979                         return TRUE;
980                 }
981                 case VR_PRECACHE:
982                 {
983                         precache_model("models/vehicles/bumblebee_body.dpm");
984                         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
985                         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
986                         precache_model("models/vehicles/bumblebee_ray.dpm");
987                         precache_model("models/vehicles/wakizashi_cockpit.dpm");
988                         precache_model("models/vehicles/spiderbot_cockpit.dpm");
989                         precache_model("models/vehicles/raptor_cockpit.dpm");
990                         return TRUE;
991                 }
992         }
993
994         return TRUE;
995 }
996
997 #endif // SVQC
998 #ifdef CSQC
999
1000 void bumble_raygun_draw()
1001 {
1002         float _len;
1003         vector _dir;
1004         vector _vtmp1, _vtmp2;
1005
1006         _len = vlen(self.origin - self.move_origin);
1007         _dir = normalize(self.move_origin - self.origin);
1008
1009         if(self.total_damages < time)
1010         {
1011                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1012                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1013                 self.total_damages = time + 0.1;
1014         }
1015
1016         float i, df, sz, al;
1017         for(i = -0.1; i < 0.2; i += 0.1)
1018         {
1019                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1020                 sz = 5 + random() * 5;
1021                 al = 0.25 + random() * 0.5;
1022                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1023                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
1024                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1025
1026                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1027                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
1028                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1029
1030                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1031                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
1032                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1033
1034                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1035         }
1036 }
1037
1038 void bumble_raygun_read(float bIsNew)
1039 {
1040         float sf = ReadByte();
1041
1042         if(sf & BRG_SETUP)
1043         {
1044                 self.cnt  = ReadByte();
1045                 self.team = ReadByte();
1046                 self.cnt  = ReadByte();
1047
1048                 if(self.cnt)
1049                         self.colormod = '1 0 0';
1050                 else
1051                         self.colormod = '0 1 0';
1052
1053                 self.traileffect = particleeffectnum("healray_muzzleflash");
1054                 self.lip = particleeffectnum("healray_impact");
1055
1056                 self.draw = bumble_raygun_draw;
1057         }
1058
1059
1060         if(sf & BRG_START)
1061         {
1062                 self.origin_x = ReadCoord();
1063                 self.origin_y = ReadCoord();
1064                 self.origin_z = ReadCoord();
1065                 setorigin(self, self.origin);
1066         }
1067
1068         if(sf & BRG_END)
1069         {
1070                 self.move_origin_x = ReadCoord();
1071                 self.move_origin_y = ReadCoord();
1072                 self.move_origin_z = ReadCoord();
1073         }
1074 }
1075
1076 float v_bumblebee(float req)
1077 {
1078         switch(req)
1079         {
1080                 case VR_HUD:
1081                 {
1082                         if(autocvar_r_letterbox)
1083                                 return TRUE;
1084
1085                         vector picsize, hudloc = '0 0 0', pic2size, picloc;
1086
1087                         // Fetch health & ammo stats
1088                         HUD_GETVEHICLESTATS
1089
1090                         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1091                         hudloc_y = vid_conheight - picsize_y;
1092                         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1093
1094                         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1095
1096                         shield  *= 0.01;
1097                         vh_health  *= 0.01;
1098                         energy  *= 0.01;
1099                         reload1 *= 0.01;
1100
1101                         pic2size = draw_getimagesize(bumb_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1102                         picloc = picsize * 0.5 - pic2size * 0.5;
1103
1104                         if(vh_health < 0.25)
1105                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
1106                         else
1107                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
1108
1109                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1110                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1111                         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
1112
1113                 // Health bar
1114                         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1115                         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1116                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1117                         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1118                         drawresetcliparea();
1119                 // ..  and icon
1120                         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1121                         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1122                         if(vh_health < 0.25)
1123                         {
1124                                 if(alarm1time < time)
1125                                 {
1126                                         alarm1time = time + 2;
1127                                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1128                                 }
1129
1130                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1131                         }
1132                         else
1133                         {
1134                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1135                                 if(alarm1time)
1136                                 {
1137                                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1138                                         alarm1time = 0;
1139                                 }
1140                         }
1141
1142                 // Shield bar
1143                         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1144                         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1145                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1146                         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1147                         drawresetcliparea();
1148                 // ..  and icon
1149                         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1150                         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1151                         if(shield < 0.25)
1152                         {
1153                                 if(alarm2time < time)
1154                                 {
1155                                         alarm2time = time + 1;
1156                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1157                                 }
1158                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1159                         }
1160                         else
1161                         {
1162                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1163                                 if(alarm2time)
1164                                 {
1165                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1166                                         alarm2time = 0;
1167                                 }
1168                         }
1169
1170                         ammo1 *= 0.01;
1171                         ammo2 *= 0.01;
1172
1173                 // Gunner1 bar
1174                         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1175                         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1176                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo1, vid_conheight);
1177                         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1178                         drawresetcliparea();
1179
1180                 // Right gunner slot occupied?
1181                         if(!AuxiliaryXhair[1].draw2d)
1182                         {
1183                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No right gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1184                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1185                                 drawstring(hudloc + picloc + '1 0 0' * shield, _("No right gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL);
1186                         }
1187
1188                 // ..  and icon
1189                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1190                         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1191                         if(ammo1 < 0.2)
1192                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1193                         else
1194                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1195
1196                 // Gunner2 bar
1197                         picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale;
1198                         picloc = '450 140 0' * autocvar_cl_vehicles_hudscale;
1199                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo2, vid_conheight);
1200                         drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1201                         drawresetcliparea();
1202                 // Left gunner slot occupied?
1203                         if(!AuxiliaryXhair[2].draw2d)
1204                         {
1205                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No left gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1206                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1207                                 drawstring(hudloc + picloc + '1 0 0' * shield, _("No left gunner!"), '1 0 0' * picsize_y + '0 1 0' * picsize_y, '1 0 0' + '0 1 1' * sin(time * 10), 1, DRAWFLAG_NORMAL);
1208                         }
1209
1210                 // ..  and icon
1211                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1212                         picloc = '664 130 0' * autocvar_cl_vehicles_hudscale;
1213                         if(ammo2 < 0.2)
1214                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1215                         else
1216                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1217
1218                         if (scoreboard_showscores)
1219                                 HUD_DrawScoreboard();
1220                         else
1221                         {
1222                                 picsize = draw_getimagesize(waki_xhair);
1223                                 picsize_x *= 0.5;
1224                                 picsize_y *= 0.5;
1225                                 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), waki_xhair, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1226                         }
1227                         return TRUE;
1228                 }
1229                 case VR_SETUP:
1230                 {
1231                         // Raygun-locked
1232                         AuxiliaryXhair[0].axh_image   = "gfx/vehicles/axh-bracket.tga";
1233                         AuxiliaryXhair[0].axh_scale   = 0.5;
1234
1235                         // Gunner1
1236                         AuxiliaryXhair[1].axh_image   = "gfx/vehicles/axh-target.tga";
1237                         AuxiliaryXhair[1].axh_scale   = 0.75;
1238
1239                         // Gunner2
1240                         AuxiliaryXhair[2].axh_image   = "gfx/vehicles/axh-target.tga";
1241                         AuxiliaryXhair[2].axh_scale   = 0.75;
1242                         return TRUE;
1243                 }
1244                 case VR_PRECACHE:
1245                 {
1246                         precache_model("models/vehicles/bumblebee_body.dpm");
1247                         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
1248                         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
1249                         precache_model("models/vehicles/bumblebee_ray.dpm");
1250                         precache_model("models/vehicles/wakizashi_cockpit.dpm");
1251                         precache_model("models/vehicles/spiderbot_cockpit.dpm");
1252                         precache_model("models/vehicles/raptor_cockpit.dpm");
1253                         return TRUE;
1254                 }
1255         }
1256
1257         return TRUE;
1258 }
1259
1260 #endif // CSQC
1261 #endif // REGISTER_VEHICLE