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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / unit / bumblebee.qc
1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
4 REGISTER_VEHICLE(
5 /* VEH_##id   */ BUMBLEBEE,
6 /* function   */ v_bumblebee,
7 /* spawnflags */ VHF_DMGSHAKE,
8 /* mins,maxs  */ '-245 -130 -130', '230 130 130',
9 /* model          */ "models/vehicles/bumblebee_body.dpm",
10 /* head_model */ "",
11 /* hud_model  */ "models/vehicles/spiderbot_cockpit.dpm",
12 /* tags           */ "", "", "tag_viewport",
13 /* netname        */ "bumblebee",
14 /* fullname   */ _("Bumblebee")
15 );
16 #endif
17
18 #ifdef IMPLEMENTATION
19
20 const float BRG_SETUP = 2;
21 const float BRG_START = 4;
22 const float BRG_END = 8;
23
24 #ifdef SVQC
25 float autocvar_g_vehicle_bumblebee_speed_forward;
26 float autocvar_g_vehicle_bumblebee_speed_strafe;
27 float autocvar_g_vehicle_bumblebee_speed_up;
28 float autocvar_g_vehicle_bumblebee_speed_down;
29 float autocvar_g_vehicle_bumblebee_turnspeed;
30 float autocvar_g_vehicle_bumblebee_pitchspeed;
31 float autocvar_g_vehicle_bumblebee_pitchlimit;
32 float autocvar_g_vehicle_bumblebee_friction;
33
34 float autocvar_g_vehicle_bumblebee_energy;
35 float autocvar_g_vehicle_bumblebee_energy_regen;
36 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
37
38 float autocvar_g_vehicle_bumblebee_health;
39 float autocvar_g_vehicle_bumblebee_health_regen;
40 float autocvar_g_vehicle_bumblebee_health_regen_pause;
41
42 float autocvar_g_vehicle_bumblebee_shield;
43 float autocvar_g_vehicle_bumblebee_shield_regen;
44 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
45
46 float autocvar_g_vehicle_bumblebee_cannon_cost;
47 float autocvar_g_vehicle_bumblebee_cannon_damage;
48 float autocvar_g_vehicle_bumblebee_cannon_radius;
49 float autocvar_g_vehicle_bumblebee_cannon_refire;
50 float autocvar_g_vehicle_bumblebee_cannon_speed;
51 float autocvar_g_vehicle_bumblebee_cannon_spread;
52 float autocvar_g_vehicle_bumblebee_cannon_force;
53
54 float autocvar_g_vehicle_bumblebee_cannon_ammo;
55 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
56 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
57
58 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
59
60 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
61 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
62 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
63 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
64 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
65
66
67 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
68 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
69 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
70 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
71
72 float autocvar_g_vehicle_bumblebee_raygun_range;
73 float autocvar_g_vehicle_bumblebee_raygun_dps;
74 float autocvar_g_vehicle_bumblebee_raygun_aps;
75 float autocvar_g_vehicle_bumblebee_raygun_fps;
76
77 float autocvar_g_vehicle_bumblebee_raygun;
78 float autocvar_g_vehicle_bumblebee_healgun_hps;
79 float autocvar_g_vehicle_bumblebee_healgun_hmax;
80 float autocvar_g_vehicle_bumblebee_healgun_aps;
81 float autocvar_g_vehicle_bumblebee_healgun_amax;
82 float autocvar_g_vehicle_bumblebee_healgun_sps;
83 float autocvar_g_vehicle_bumblebee_healgun_locktime;
84
85 float autocvar_g_vehicle_bumblebee_respawntime;
86
87 float autocvar_g_vehicle_bumblebee_blowup_radius;
88 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
89 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
90 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
91 vector autocvar_g_vehicle_bumblebee_bouncepain;
92
93 bool autocvar_g_vehicle_bumblebee = 0;
94
95 float bumble_raygun_send(entity to, int sf);
96
97 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
98 {
99         vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
100         vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
101                                                 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
102                                                 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
103                                                 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
104 }
105
106 float bumblebee_gunner_frame()
107 {
108         entity vehic    = self.vehicle.owner;
109         entity gun      = self.vehicle;
110         entity gunner   = self;
111         self = vehic;
112
113         vehic.solid = SOLID_NOT;
114         //setorigin(gunner, vehic.origin);
115         gunner.velocity = vehic.velocity;
116
117         float _in, _out;
118         vehic.angles_x *= -1;
119         makevectors(vehic.angles);
120         vehic.angles_x *= -1;
121         if(gun == vehic.gun1)
122         {
123                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
124                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
125                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
126         }
127         else
128         {
129                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
130                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
131                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
132         }
133
134         crosshair_trace(gunner);
135         vector _ct = trace_endpos;
136         vector ad;
137
138         if(autocvar_g_vehicle_bumblebee_cannon_lock)
139         {
140                 if(gun.lock_time < time)
141                         gun.enemy = world;
142
143                 if(trace_ent)
144                         if(trace_ent.movetype)
145                                 if(trace_ent.takedamage)
146                                         if(!trace_ent.deadflag)
147                                         {
148                                                 if(DIFF_TEAM(trace_ent, gunner))
149                                                 {
150                                                         gun.enemy = trace_ent;
151                                                         gun.lock_time = time + 5;
152                                                 }
153                                         }
154         }
155
156         if(gun.enemy)
157         {
158                 float distance, impact_time;
159
160                 vector vf = real_origin(gun.enemy);
161                 vector _vel = gun.enemy.velocity;
162                 if(gun.enemy.movetype == MOVETYPE_WALK)
163                         _vel.z *= 0.1;
164
165
166                 ad = vf;
167                 distance = vlen(ad - gunner.origin);
168                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
169                 ad = vf + _vel * impact_time;
170                 trace_endpos = ad;
171
172
173                 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
174                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
175                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
176                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
177
178         }
179         else
180                 vehicle_aimturret(vehic, _ct, gun, "fire",
181                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
182                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
183
184         if(!forbidWeaponUse(gunner))
185         if(gunner.BUTTON_ATCK)
186                 if(time > gun.attack_finished_single)
187                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
188                         {
189                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
190                                 bumblebee_fire_cannon(gun, "fire", gunner);
191                                 gun.delay = time;
192                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
193                         }
194
195         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
196
197         if(vehic.vehicle_flags & VHF_HASSHIELD)
198                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
199
200         ad = gettaginfo(gun, gettagindex(gun, "fire"));
201         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
202
203         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
204
205         if(vehic.owner)
206                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
207
208         vehic.solid = SOLID_BBOX;
209         gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
210         gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
211
212         self = gunner;
213         return 1;
214 }
215
216 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
217 {
218         //vector exitspot;
219         float mysize;
220
221         tracebox(gunner.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, player);
222         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
223                 return prefer_spot;
224
225         mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size
226         float i;
227         vector v, v2;
228         v2 = 0.5 * (gunner.absmin + gunner.absmax);
229         for(i = 0; i < 100; ++i)
230         {
231                 v = randomvec();
232                 v_z = 0;
233                 v = v2 + normalize(v) * mysize;
234                 tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, player);
235                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
236                         return v;
237         }
238
239         return prefer_spot; // this should be considered a fallback?!
240 }
241
242 void bumblebee_gunner_exit(int _exitflag)
243 {
244         entity player = self;
245         entity gunner = player.vehicle;
246         entity vehic = gunner.owner;
247
248         if(IS_REAL_CLIENT(player))
249         {
250                 msg_entity = player;
251                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
252                 WriteEntity(MSG_ONE, player);
253
254                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
255                 WriteAngle(MSG_ONE, 0);
256                 WriteAngle(MSG_ONE, vehic.angles.y);
257                 WriteAngle(MSG_ONE, 0);
258         }
259
260         CSQCVehicleSetup(player, HUD_NORMAL);
261         setsize(player, PL_MIN, PL_MAX);
262
263         player.takedamage     = DAMAGE_AIM;
264         player.solid          = SOLID_SLIDEBOX;
265         player.movetype       = MOVETYPE_WALK;
266         player.effects       &= ~EF_NODRAW;
267         player.alpha          = 1;
268         player.PlayerPhysplug = func_null;
269         player.view_ofs       = PL_VIEW_OFS;
270         player.event_damage   = PlayerDamage;
271         player.hud            = HUD_NORMAL;
272         player.teleportable       = TELEPORT_NORMAL;
273         player.switchweapon   = gunner.switchweapon;
274         player.vehicle_enter_delay = time + 2;
275
276         fixedmakevectors(vehic.angles);
277
278         if(player == vehic.gunner1) { vehic.gunner1 = world; }
279         if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
280
281         vector spot = real_origin(gunner);
282         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
283         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
284
285         // TODO: figure a way to move player out of the gunner
286
287         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
288         player.velocity_z += 10;
289
290         gunner.phase = time + 5;
291         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
292
293         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
294
295         player.vehicle = world;
296 }
297
298 bool bumblebee_gunner_enter()
299 {
300         entity vehic = self;
301         entity player = other;
302         entity gunner = world;
303
304         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
305         {
306                 // we can have some fun
307                 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
308                 {
309                         gunner = vehic.gun2;
310                         vehic.gunner2 = player;
311                 }
312                 else
313                 {
314                         gunner = vehic.gun1;
315                         vehic.gunner1 = player;
316                 }
317         }
318         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
319         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
320         else { dprint("Vehicle is full, fail\n"); return false; }
321
322         player.vehicle                  = gunner;
323         player.angles                   = vehic.angles;
324         player.takedamage               = DAMAGE_NO;
325         player.solid                    = SOLID_NOT;
326         player.alpha                    = -1;
327         player.movetype                 = MOVETYPE_NOCLIP;
328         player.event_damage     = func_null;
329         player.view_ofs                 = '0 0 0';
330         player.hud                              = gunner.hud;
331         player.teleportable     = false;
332         player.PlayerPhysplug   = gunner.PlayerPhysplug;
333         player.vehicle_ammo1    = vehic.vehicle_ammo1;
334         player.vehicle_ammo2    = vehic.vehicle_ammo2;
335         player.vehicle_reload1  = vehic.vehicle_reload1;
336         player.vehicle_reload2  = vehic.vehicle_reload2;
337         player.vehicle_energy   = vehic.vehicle_energy;
338         player.flags               &= ~FL_ONGROUND;
339
340         RemoveGrapplingHook(player);
341
342         gunner.switchweapon = player.switchweapon;
343         gunner.vehicle_exit = bumblebee_gunner_exit;
344         gunner.vehicle_hudmodel.viewmodelforclient = player;
345
346         if(IS_REAL_CLIENT(player))
347         {
348                 msg_entity = player;
349                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
350                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
351
352                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
353                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
354                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
355                 WriteAngle(MSG_ONE,     0); // roll
356         }
357
358         CSQCVehicleSetup(player, player.hud);
359
360         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
361
362         return true;
363 }
364
365 bool vehicles_valid_pilot()
366 {
367         if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
368                 return false;
369
370         if((!IS_PLAYER(other))
371         || (other.deadflag != DEAD_NO)
372         || (other.vehicle)
373         || (DIFF_TEAM(other, self))
374         ) { return false; }
375
376         return true;
377 }
378
379 void bumblebee_touch()
380 {
381         if(autocvar_g_vehicles_enter) { return; }
382
383         if(self.gunner1 != world && self.gunner2 != world)
384         {
385                 vehicles_touch();
386                 return;
387         }
388
389         if(vehicles_valid_pilot())
390         {
391                 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
392
393                 if(time >= other.vehicle_enter_delay && phase_time)
394                 if(bumblebee_gunner_enter())
395                         return;
396         }
397
398         vehicles_touch();
399 }
400
401 void bumblebee_regen()
402 {
403         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
404                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
405                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
406
407         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
408                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
409                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
410
411         if(self.vehicle_flags  & VHF_SHIELDREGEN)
412                 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);
413
414         if(self.vehicle_flags  & VHF_HEALTHREGEN)
415                 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);
416
417         if(self.vehicle_flags  & VHF_ENERGYREGEN)
418                 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);
419
420 }
421
422 float bumblebee_pilot_frame()
423 {
424         entity pilot, vehic;
425         vector newvel;
426         
427         if(intermission_running)
428         {
429                 self.vehicle.velocity = '0 0 0';
430                 self.vehicle.avelocity = '0 0 0';
431                 return 1;
432         }
433
434         pilot = self;
435         vehic = self.vehicle;
436         self   = vehic;
437
438         if(vehic.deadflag != DEAD_NO)
439         {
440                 self = pilot;
441                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
442                 return 1;
443         }
444
445         bumblebee_regen();
446
447         crosshair_trace(pilot);
448
449         vector vang;
450         float ftmp;
451
452         vang = vehic.angles;
453         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
454         vang.x *= -1;
455         newvel.x *= -1;
456         if(newvel.x > 180)  newvel.x -= 360;
457         if(newvel.x < -180) newvel.x += 360;
458         if(newvel.y > 180)  newvel.y -= 360;
459         if(newvel.y < -180) newvel.y += 360;
460
461         ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
462         if(ftmp > 180)  ftmp -= 360;
463         if(ftmp < -180) ftmp += 360;
464         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
465
466         // Pitch
467         ftmp = 0;
468         if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
469                 ftmp = 4;
470         else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
471                 ftmp = -8;
472
473         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
474         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
475         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
476
477         vehic.angles_x = anglemods(vehic.angles.x);
478         vehic.angles_y = anglemods(vehic.angles.y);
479         vehic.angles_z = anglemods(vehic.angles.z);
480
481         makevectors('0 1 0' * vehic.angles.y);
482         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
483
484         if(pilot.movement.x != 0)
485         {
486                 if(pilot.movement.x > 0)
487                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
488                 else if(pilot.movement.x < 0)
489                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
490         }
491
492         if(pilot.movement.y != 0)
493         {
494                 if(pilot.movement.y < 0)
495                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
496                 else if(pilot.movement.y > 0)
497                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
498                 ftmp = newvel * v_right;
499                 ftmp *= frametime * 0.1;
500                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
501         }
502         else
503         {
504                 vehic.angles_z *= 0.95;
505                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
506                         vehic.angles_z = 0;
507         }
508
509         if(pilot.BUTTON_CROUCH)
510                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
511         else if(pilot.BUTTON_JUMP)
512                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
513
514         vehic.velocity  += newvel * frametime;
515         pilot.velocity = pilot.movement  = vehic.velocity;
516
517
518         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
519         {
520                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
521                         vehic.tur_head.enemy = world;
522
523                 if(trace_ent)
524                 if(trace_ent.movetype)
525                 if(trace_ent.takedamage)
526                 if(!trace_ent.deadflag)
527                 {
528                         if(teamplay)
529                         {
530                                 if(trace_ent.team == pilot.team)
531                                 {
532                                         vehic.tur_head.enemy = trace_ent;
533                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
534                                 }
535                         }
536                         else
537                         {
538                                 vehic.tur_head.enemy = trace_ent;
539                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
540                         }
541                 }
542
543                 if(vehic.tur_head.enemy)
544                 {
545                         trace_endpos = real_origin(vehic.tur_head.enemy);
546                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
547                 }
548         }
549
550         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
551                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
552                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
553
554         if(!forbidWeaponUse(pilot))
555         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
556         {
557                 vehic.gun3.enemy.realowner = pilot;
558                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
559
560                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
561                 vehic.gun3.enemy.SendFlags |= BRG_START;
562
563                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
564
565                 if(trace_ent)
566                 {
567                         if(autocvar_g_vehicle_bumblebee_raygun)
568                         {
569                                 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);
570                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
571                         }
572                         else
573                         {
574                                 if(trace_ent.deadflag == DEAD_NO)
575                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
576                                         {
577
578                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
579                                                 {
580                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
581                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
582
583                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
584                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
585                                                 }
586                                                 else if(IS_CLIENT(trace_ent))
587                                                 {
588                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
589                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
590
591                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
592                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
593
594                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
595                                                 }
596                                                 else if(IS_TURRET(trace_ent))
597                                                 {
598                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
599                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
600                                                         //else ..hmmm what? ammo?
601
602                                                         trace_ent.SendFlags |= TNSF_STATUS;
603                                                 }
604                                         }
605                         }
606                 }
607
608                 vehic.gun3.enemy.hook_end = trace_endpos;
609                 setorigin(vehic.gun3.enemy, trace_endpos);
610                 vehic.gun3.enemy.SendFlags |= BRG_END;
611
612                 vehic.wait = time + 1;
613         }
614         else
615                 vehic.gun3.enemy.effects |= EF_NODRAW;
616         /*{
617                 if(vehic.gun3.enemy)
618                         remove(vehic.gun3.enemy);
619
620                 vehic.gun3.enemy = world;
621         }
622         */
623
624         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
625         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
626
627         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
628         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
629
630         if(vehic.vehicle_flags & VHF_HASSHIELD)
631                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
632
633         vehic.angles_x *= -1;
634         makevectors(vehic.angles);
635         vehic.angles_x *= -1;
636         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
637
638         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
639         self = pilot;
640
641         return 1;
642 }
643
644 void bumblebee_land()
645 {
646         float hgt;
647
648         hgt = raptor_altitude(512);
649         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
650         self.angles_x *= 0.95;
651         self.angles_z *= 0.95;
652
653         if(hgt < 16)
654                 self.think      = vehicles_think;
655
656         self.nextthink = time;
657         
658         CSQCMODEL_AUTOUPDATE();
659 }
660
661 void bumblebee_exit(float eject)
662 {
663         if(self.owner.vehicleid == VEH_BUMBLEBEE)
664         {
665                 bumblebee_gunner_exit(eject);
666                 return;
667         }
668
669         self.touch = vehicles_touch;
670
671         if(self.deadflag == DEAD_NO)
672         {
673                 self.think = bumblebee_land;
674                 self.nextthink  = time;
675         }
676         
677         self.movetype = MOVETYPE_TOSS;
678
679         if(!self.owner)
680                 return;
681
682         fixedmakevectors(self.angles);
683         vector spot;
684         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
685                 spot = self.origin + v_up * 128 + v_forward * 300;
686         else
687                 spot = self.origin + v_up * 128 - v_forward * 300;
688
689         spot = vehicles_findgoodexit(spot);
690
691         // Hide beam
692         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
693                 self.gun3.enemy.effects |= EF_NODRAW;
694         }
695
696         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
697         self.owner.velocity_z += 10;
698         setorigin(self.owner, spot);
699
700         antilag_clear(self.owner);
701         self.owner = world;
702 }
703
704 void bumblebee_blowup()
705 {
706         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
707                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
708                                  autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
709                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
710                                  DEATH_VH_BUMB_DEATH, world);
711
712         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
713         Send_Effect("explosion_big", (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
714
715         if(self.owner.deadflag == DEAD_DYING)
716                 self.owner.deadflag = DEAD_DEAD;
717
718         remove(self);
719 }
720
721 void bumblebee_diethink()
722 {
723         if(time >= self.wait)
724                 self.think = bumblebee_blowup;
725
726         if(random() < 0.1)
727         {
728                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
729                 Send_Effect("explosion_small", randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
730         }
731
732         self.nextthink = time + 0.1;
733 }
734
735 float bumble_raygun_send(entity to, float sf)
736 {
737         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
738
739         WriteByte(MSG_ENTITY, sf);
740         if(sf & BRG_SETUP)
741         {
742                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
743                 WriteByte(MSG_ENTITY, self.realowner.team);
744                 WriteByte(MSG_ENTITY, self.cnt);
745         }
746
747         if(sf & BRG_START)
748         {
749                 WriteCoord(MSG_ENTITY, self.hook_start_x);
750                 WriteCoord(MSG_ENTITY, self.hook_start_y);
751                 WriteCoord(MSG_ENTITY, self.hook_start_z);
752         }
753
754         if(sf & BRG_END)
755         {
756                 WriteCoord(MSG_ENTITY, self.hook_end_x);
757                 WriteCoord(MSG_ENTITY, self.hook_end_y);
758                 WriteCoord(MSG_ENTITY, self.hook_end_z);
759         }
760
761         return true;
762 }
763
764 void spawnfunc_vehicle_bumblebee()
765 {
766         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
767         if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
768 }
769
770 float v_bumblebee(float req)
771 {
772         switch(req)
773         {
774                 case VR_IMPACT:
775                 {
776                         if(autocvar_g_vehicle_bumblebee_bouncepain)
777                                 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
778                                 
779                         return true;
780                 }
781                 case VR_ENTER:
782                 {
783                         self.touch = bumblebee_touch;
784                         self.nextthink = 0;
785                         self.movetype = MOVETYPE_BOUNCEMISSILE;
786                         return true;
787                 }
788                 case VR_THINK:
789                 {
790                         self.angles_z *= 0.8;
791                         self.angles_x *= 0.8;
792                         
793                         self.nextthink = time;
794                         
795                         if(!self.owner)
796                         {
797                                 entity oldself = self;          
798                                 if(self.gunner1)
799                                 {
800                                         self = self.gunner1;
801                                         oldself.gun1.vehicle_exit(VHEF_EJECT);
802                                         entity oldother = other;
803                                         other = self;
804                                         self = oldself;
805                                         self.phase = 0;
806                                         self.touch();
807                                         other = oldother;
808                                         return true;
809                                 }
810                                 
811                                 if(self.gunner2)
812                                 {
813                                         self = self.gunner2;
814                                         oldself.gun2.vehicle_exit(VHEF_EJECT);
815                                         entity oldother = other;
816                                         other = self;
817                                         self = oldself;
818                                         self.phase = 0;
819                                         self.touch();
820                                         other = oldother;
821                                         return true;
822                                 }               
823                         }
824                         
825                         return true;
826                 }
827                 case VR_DEATH:
828                 {
829                         entity oldself = self;
830
831                         CSQCModel_UnlinkEntity();
832
833                         // Hide beam
834                         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
835                                 self.gun3.enemy.effects |= EF_NODRAW;
836                         
837                         if(self.gunner1)
838                         {
839                                 self = self.gunner1;
840                                 oldself.gun1.vehicle_exit(VHEF_EJECT);
841                                 self = oldself;
842                         }
843
844                         if(self.gunner2)
845                         {
846                                 self = self.gunner2;
847                                 oldself.gun2.vehicle_exit(VHEF_EJECT);
848                                 self = oldself;
849                         }
850
851                         self.vehicle_exit(VHEF_EJECT);
852
853                         fixedmakevectors(self.angles);
854                         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
855                         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
856                         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
857
858                         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
859
860                         if(random() > 0.5)
861                                 _body.touch = bumblebee_blowup;
862                         else
863                                 _body.touch = func_null;
864                                 
865                         _body.think = bumblebee_diethink;
866                         _body.nextthink = time;
867                         _body.wait = time + 2 + (random() * 8);
868                         _body.owner = self;
869                         _body.enemy = self.enemy;
870                         _body.scale = 1.5;
871                         _body.angles = self.angles;
872
873                         Send_Effect("explosion_medium", findbetterlocation(self.origin, 16), '0 0 0', 1);
874                         
875                         self.health                     = 0;
876                         self.event_damage       = func_null;
877                         self.solid                      = SOLID_NOT;
878                         self.takedamage         = DAMAGE_NO;
879                         self.deadflag           = DEAD_DYING;
880                         self.movetype           = MOVETYPE_NONE;
881                         self.effects            = EF_NODRAW;
882                         self.colormod           = '0 0 0';
883                         self.avelocity          = '0 0 0';
884                         self.velocity           = '0 0 0';
885                         self.touch                      = func_null;
886                         self.nextthink          = 0;
887
888                         setorigin(self, self.pos1);
889                         return true;
890                 }
891                 case VR_SPAWN:
892                 {
893                         if(!self.gun1)
894                         {
895                                 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
896                                 self.vehicle_shieldent = spawn();
897                                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
898                                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
899                                 setattachment(self.vehicle_shieldent, self, "");
900                                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
901                                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
902                                 self.vehicle_shieldent.think       = shieldhit_think;
903                                 self.vehicle_shieldent.alpha = -1;
904                                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
905
906                                 self.gun1 = spawn();
907                                 self.gun2 = spawn();
908                                 self.gun3 = spawn();
909
910                                 self.vehicle_flags |= VHF_MULTISLOT;
911
912                                 self.gun1.owner = self;
913                                 self.gun2.owner = self;
914                                 self.gun3.owner = self;
915
916                                 self.gun1.classname = self.gun2.classname = "vehicle_playerslot";
917
918                                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
919                                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
920                                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
921
922                                 setattachment(self.gun1, self, "cannon_right");
923                                 setattachment(self.gun2, self, "cannon_left");
924
925                                 // Angled bones are no fun, messes up gun-aim; so work arround it.
926                                 self.gun3.pos1 = self.angles;
927                                 self.angles = '0 0 0';
928                                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
929                                 ofs -= self.origin;
930                                 setattachment(self.gun3, self, "");
931                                 setorigin(self.gun3, ofs);
932                                 self.angles = self.gun3.pos1;
933
934                                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
935                                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
936
937                                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
938                                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
939
940                                 //fixme-model-bones
941                                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
942                                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
943                                 //fixme-model-bones
944                                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
945                                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
946
947                                 self.scale = 1.5;
948                                 
949                                 // Raygun beam
950                                 if(self.gun3.enemy == world)
951                                 {                       
952                                         self.gun3.enemy = spawn();
953                                         Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
954                                         self.gun3.enemy.SendFlags = BRG_SETUP;                  
955                                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
956                                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
957                                 }
958                         }
959
960                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
961                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
962                         self.solid = SOLID_BBOX;
963                         self.movetype = MOVETYPE_TOSS;
964                         self.damageforcescale = 0.025;
965                         
966                         self.PlayerPhysplug = bumblebee_pilot_frame;
967                         
968                         setorigin(self, self.origin + '0 0 25');
969                         return true;
970                 }
971                 case VR_SETUP:
972                 {
973                         if(autocvar_g_vehicle_bumblebee_energy)
974                         if(autocvar_g_vehicle_bumblebee_energy_regen)
975                                 self.vehicle_flags |= VHF_ENERGYREGEN;
976
977                         if(autocvar_g_vehicle_bumblebee_shield)
978                                 self.vehicle_flags |= VHF_HASSHIELD;
979
980                         if(autocvar_g_vehicle_bumblebee_shield_regen)
981                                 self.vehicle_flags |= VHF_SHIELDREGEN;
982
983                         if(autocvar_g_vehicle_bumblebee_health_regen)
984                                 self.vehicle_flags |= VHF_HEALTHREGEN;
985                                 
986                         self.vehicle_exit = bumblebee_exit;
987                         self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
988                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
989                         self.max_health = self.vehicle_health;
990                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
991                                 
992                         return true;
993                 }
994                 case VR_PRECACHE:
995                 {
996                         precache_model("models/vehicles/bumblebee_body.dpm");
997                         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
998                         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
999                         precache_model("models/vehicles/bumblebee_ray.dpm");
1000                         precache_model("models/vehicles/wakizashi_cockpit.dpm");
1001                         precache_model("models/vehicles/spiderbot_cockpit.dpm");
1002                         precache_model("models/vehicles/raptor_cockpit.dpm");
1003                         return true;
1004                 }
1005         }
1006
1007         return true;
1008 }
1009
1010 #endif // SVQC
1011 #ifdef CSQC
1012
1013 void CSQC_BUMBLE_GUN_HUD()
1014 {
1015         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
1016                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1017                                          string_null, '0 0 0',
1018                                          string_null);
1019 }
1020
1021 void bumble_raygun_draw()
1022 {
1023         float _len;
1024         vector _dir;
1025         vector _vtmp1, _vtmp2;
1026
1027         _len = vlen(self.origin - self.move_origin);
1028         _dir = normalize(self.move_origin - self.origin);
1029
1030         if(self.total_damages < time)
1031         {
1032                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1033                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1034                 self.total_damages = time + 0.1;
1035         }
1036
1037         float i, df, sz, al;
1038         for(i = -0.1; i < 0.2; i += 0.1)
1039         {
1040                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1041                 sz = 5 + random() * 5;
1042                 al = 0.25 + random() * 0.5;
1043                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1044                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
1045                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1046
1047                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1048                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
1049                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1050
1051                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1052                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
1053                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1054
1055                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1056         }
1057 }
1058
1059 void bumble_raygun_read(bool bIsNew)
1060 {
1061         int sf = ReadByte();
1062
1063         if(sf & BRG_SETUP)
1064         {
1065                 self.cnt  = ReadByte();
1066                 self.team = ReadByte();
1067                 self.cnt  = ReadByte();
1068
1069                 if(self.cnt)
1070                         self.colormod = '1 0 0';
1071                 else
1072                         self.colormod = '0 1 0';
1073
1074                 self.traileffect = particleeffectnum("healray_muzzleflash");
1075                 self.lip = particleeffectnum("healray_impact");
1076
1077                 self.draw = bumble_raygun_draw;
1078         }
1079
1080
1081         if(sf & BRG_START)
1082         {
1083                 self.origin_x = ReadCoord();
1084                 self.origin_y = ReadCoord();
1085                 self.origin_z = ReadCoord();
1086                 setorigin(self, self.origin);
1087         }
1088
1089         if(sf & BRG_END)
1090         {
1091                 self.move_origin_x = ReadCoord();
1092                 self.move_origin_y = ReadCoord();
1093                 self.move_origin_z = ReadCoord();
1094         }
1095 }
1096
1097 float v_bumblebee(float req)
1098 {
1099         switch(req)
1100         {
1101                 case VR_HUD:
1102                 {
1103                         Vehicles_drawHUD("vehicle_bumble", "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
1104                                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1105                                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
1106                                                          vCROSS_HEAL);
1107                         return true;
1108                 }
1109                 case VR_SETUP:
1110                 {
1111                         AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
1112                         AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
1113                         AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
1114                         return true;
1115                 }
1116                 case VR_PRECACHE:
1117                 {
1118                         return true;
1119                 }
1120         }
1121
1122         return true;
1123 }
1124
1125 #endif // CSQC
1126 #endif // REGISTER_VEHICLE