1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
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",
11 /* hud_model */ "models/vehicles/spiderbot_cockpit.dpm",
12 /* tags */ "", "", "tag_viewport",
13 /* netname */ "bumblebee",
14 /* fullname */ _("Bumblebee")
20 const float BRG_SETUP = 2;
21 const float BRG_START = 4;
22 const float BRG_END = 8;
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;
34 float autocvar_g_vehicle_bumblebee_energy;
35 float autocvar_g_vehicle_bumblebee_energy_regen;
36 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
38 float autocvar_g_vehicle_bumblebee_health;
39 float autocvar_g_vehicle_bumblebee_health_regen;
40 float autocvar_g_vehicle_bumblebee_health_regen_pause;
42 float autocvar_g_vehicle_bumblebee_shield;
43 float autocvar_g_vehicle_bumblebee_shield_regen;
44 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
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;
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;
58 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
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;
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;
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;
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;
85 float autocvar_g_vehicle_bumblebee_respawntime;
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;
93 bool autocvar_g_vehicle_bumblebee = 0;
95 float bumble_raygun_send(entity to, int sf);
97 void bumblebee_fire_cannon(entity _gun, string _tagname, entity _owner)
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);
106 float bumblebee_gunner_frame()
108 entity vehic = self.vehicle.owner;
109 entity gun = self.vehicle;
110 entity gunner = self;
113 vehic.solid = SOLID_NOT;
114 //setorigin(gunner, vehic.origin);
115 gunner.velocity = vehic.velocity;
118 vehic.angles_x *= -1;
119 makevectors(vehic.angles);
120 vehic.angles_x *= -1;
121 if(gun == vehic.gun1)
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);
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);
134 crosshair_trace(gunner);
135 vector _ct = trace_endpos;
138 if(autocvar_g_vehicle_bumblebee_cannon_lock)
140 if(gun.lock_time < time)
144 if(trace_ent.movetype)
145 if(trace_ent.takedamage)
146 if(!trace_ent.deadflag)
148 if(DIFF_TEAM(trace_ent, gunner))
150 gun.enemy = trace_ent;
151 gun.lock_time = time + 5;
158 float distance, impact_time;
160 vector vf = real_origin(gun.enemy);
161 vector _vel = gun.enemy.velocity;
162 if(gun.enemy.movetype == MOVETYPE_WALK)
167 distance = vlen(ad - gunner.origin);
168 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
169 ad = vf + _vel * impact_time;
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);
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);
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)
189 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
190 bumblebee_fire_cannon(gun, "fire", gunner);
192 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
195 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
197 if(vehic.vehicle_flags & VHF_HASSHIELD)
198 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
200 ad = gettaginfo(gun, gettagindex(gun, "fire"));
201 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
203 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
206 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
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;
216 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
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)
225 mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size
228 v2 = 0.5 * (gunner.absmin + gunner.absmax);
229 for(i = 0; i < 100; ++i)
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)
239 return prefer_spot; // this should be considered a fallback?!
242 void bumblebee_gunner_exit(int _exitflag)
244 entity player = self;
245 entity gunner = player.vehicle;
246 entity vehic = gunner.owner;
248 if(IS_REAL_CLIENT(player))
251 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
252 WriteEntity(MSG_ONE, player);
254 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
255 WriteAngle(MSG_ONE, 0);
256 WriteAngle(MSG_ONE, vehic.angles.y);
257 WriteAngle(MSG_ONE, 0);
260 CSQCVehicleSetup(player, HUD_NORMAL);
261 setsize(player, PL_MIN, PL_MAX);
263 player.takedamage = DAMAGE_AIM;
264 player.solid = SOLID_SLIDEBOX;
265 player.movetype = MOVETYPE_WALK;
266 player.effects &= ~EF_NODRAW;
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;
276 fixedmakevectors(vehic.angles);
278 if(player == vehic.gunner1) { vehic.gunner1 = world; }
279 if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
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);
285 // TODO: figure a way to move player out of the gunner
287 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
288 player.velocity_z += 10;
290 gunner.phase = time + 5;
291 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
293 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
295 player.vehicle = world;
298 bool bumblebee_gunner_enter()
301 entity player = other;
302 entity gunner = world;
304 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
306 // we can have some fun
307 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
310 vehic.gunner2 = player;
315 vehic.gunner1 = player;
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; }
322 player.vehicle = gunner;
323 player.angles = vehic.angles;
324 player.takedamage = DAMAGE_NO;
325 player.solid = SOLID_NOT;
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;
340 RemoveGrapplingHook(player);
342 gunner.switchweapon = player.switchweapon;
343 gunner.vehicle_exit = bumblebee_gunner_exit;
344 gunner.vehicle_hudmodel.viewmodelforclient = player;
346 if(IS_REAL_CLIENT(player))
349 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
350 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
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
358 CSQCVehicleSetup(player, player.hud);
360 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
365 bool vehicles_valid_pilot()
367 if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
370 if((!IS_PLAYER(other))
371 || (other.deadflag != DEAD_NO)
373 || (DIFF_TEAM(other, self))
379 void bumblebee_touch()
381 if(autocvar_g_vehicles_enter) { return; }
383 if(self.gunner1 != world && self.gunner2 != world)
389 if(vehicles_valid_pilot())
391 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
393 if(time >= other.vehicle_enter_delay && phase_time)
394 if(bumblebee_gunner_enter())
401 void bumblebee_regen()
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);
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);
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);
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);
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);
422 float bumblebee_pilot_frame()
427 if(intermission_running)
429 self.vehicle.velocity = '0 0 0';
430 self.vehicle.avelocity = '0 0 0';
435 vehic = self.vehicle;
438 if(vehic.deadflag != DEAD_NO)
441 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
447 crosshair_trace(pilot);
453 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
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;
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);
468 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
470 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
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);
477 vehic.angles_x = anglemods(vehic.angles.x);
478 vehic.angles_y = anglemods(vehic.angles.y);
479 vehic.angles_z = anglemods(vehic.angles.z);
481 makevectors('0 1 0' * vehic.angles.y);
482 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
484 if(pilot.movement.x != 0)
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;
492 if(pilot.movement.y != 0)
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);
504 vehic.angles_z *= 0.95;
505 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
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;
514 vehic.velocity += newvel * frametime;
515 pilot.velocity = pilot.movement = vehic.velocity;
518 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
520 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
521 vehic.tur_head.enemy = world;
524 if(trace_ent.movetype)
525 if(trace_ent.takedamage)
526 if(!trace_ent.deadflag)
530 if(trace_ent.team == pilot.team)
532 vehic.tur_head.enemy = trace_ent;
533 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
538 vehic.tur_head.enemy = trace_ent;
539 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
543 if(vehic.tur_head.enemy)
545 trace_endpos = real_origin(vehic.tur_head.enemy);
546 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
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);
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))
557 vehic.gun3.enemy.realowner = pilot;
558 vehic.gun3.enemy.effects &= ~EF_NODRAW;
560 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
561 vehic.gun3.enemy.SendFlags |= BRG_START;
563 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
567 if(autocvar_g_vehicle_bumblebee_raygun)
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;
574 if(trace_ent.deadflag == DEAD_NO)
575 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
578 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
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);
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);
586 else if(IS_CLIENT(trace_ent))
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);
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);
594 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
596 else if(IS_TURRET(trace_ent))
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?
602 trace_ent.SendFlags |= TNSF_STATUS;
608 vehic.gun3.enemy.hook_end = trace_endpos;
609 setorigin(vehic.gun3.enemy, trace_endpos);
610 vehic.gun3.enemy.SendFlags |= BRG_END;
612 vehic.wait = time + 1;
615 vehic.gun3.enemy.effects |= EF_NODRAW;
618 remove(vehic.gun3.enemy);
620 vehic.gun3.enemy = world;
624 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
625 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
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;
630 if(vehic.vehicle_flags & VHF_HASSHIELD)
631 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
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);
638 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
644 void bumblebee_land()
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;
654 self.think = vehicles_think;
656 self.nextthink = time;
658 CSQCMODEL_AUTOUPDATE();
661 void bumblebee_exit(float eject)
663 if(self.owner.vehicleid == VEH_BUMBLEBEE)
665 bumblebee_gunner_exit(eject);
669 self.touch = vehicles_touch;
671 if(self.deadflag == DEAD_NO)
673 self.think = bumblebee_land;
674 self.nextthink = time;
677 self.movetype = MOVETYPE_TOSS;
682 fixedmakevectors(self.angles);
684 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
685 spot = self.origin + v_up * 128 + v_forward * 300;
687 spot = self.origin + v_up * 128 - v_forward * 300;
689 spot = vehicles_findgoodexit(spot);
692 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
693 self.gun3.enemy.effects |= EF_NODRAW;
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);
700 antilag_clear(self.owner);
704 void bumblebee_blowup()
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);
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);
715 if(self.owner.deadflag == DEAD_DYING)
716 self.owner.deadflag = DEAD_DEAD;
721 void bumblebee_diethink()
723 if(time >= self.wait)
724 self.think = bumblebee_blowup;
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);
732 self.nextthink = time + 0.1;
735 float bumble_raygun_send(entity to, float sf)
737 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
739 WriteByte(MSG_ENTITY, sf);
742 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
743 WriteByte(MSG_ENTITY, self.realowner.team);
744 WriteByte(MSG_ENTITY, self.cnt);
749 WriteCoord(MSG_ENTITY, self.hook_start_x);
750 WriteCoord(MSG_ENTITY, self.hook_start_y);
751 WriteCoord(MSG_ENTITY, self.hook_start_z);
756 WriteCoord(MSG_ENTITY, self.hook_end_x);
757 WriteCoord(MSG_ENTITY, self.hook_end_y);
758 WriteCoord(MSG_ENTITY, self.hook_end_z);
764 void spawnfunc_vehicle_bumblebee()
766 if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
767 if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
770 float v_bumblebee(float req)
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);
783 self.touch = bumblebee_touch;
785 self.movetype = MOVETYPE_BOUNCEMISSILE;
790 self.angles_z *= 0.8;
791 self.angles_x *= 0.8;
793 self.nextthink = time;
797 entity oldself = self;
801 oldself.gun1.vehicle_exit(VHEF_EJECT);
802 entity oldother = other;
814 oldself.gun2.vehicle_exit(VHEF_EJECT);
815 entity oldother = other;
829 entity oldself = self;
831 CSQCModel_UnlinkEntity();
834 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
835 self.gun3.enemy.effects |= EF_NODRAW;
840 oldself.gun1.vehicle_exit(VHEF_EJECT);
847 oldself.gun2.vehicle_exit(VHEF_EJECT);
851 self.vehicle_exit(VHEF_EJECT);
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);
858 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
861 _body.touch = bumblebee_blowup;
863 _body.touch = func_null;
865 _body.think = bumblebee_diethink;
866 _body.nextthink = time;
867 _body.wait = time + 2 + (random() * 8);
869 _body.enemy = self.enemy;
871 _body.angles = self.angles;
873 Send_Effect("explosion_medium", findbetterlocation(self.origin, 16), '0 0 0', 1);
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;
888 setorigin(self, self.pos1);
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;
910 self.vehicle_flags |= VHF_MULTISLOT;
912 self.gun1.owner = self;
913 self.gun2.owner = self;
914 self.gun3.owner = self;
916 self.gun1.classname = self.gun2.classname = "vehicle_playerslot";
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");
922 setattachment(self.gun1, self, "cannon_right");
923 setattachment(self.gun2, self, "cannon_left");
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"));
930 setattachment(self.gun3, self, "");
931 setorigin(self.gun3, ofs);
932 self.angles = self.gun3.pos1;
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);
937 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
938 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
941 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
942 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
944 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
945 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
950 if(self.gun3.enemy == world)
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;
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;
966 self.PlayerPhysplug = bumblebee_pilot_frame;
968 setorigin(self, self.origin + '0 0 25');
973 if(autocvar_g_vehicle_bumblebee_energy)
974 if(autocvar_g_vehicle_bumblebee_energy_regen)
975 self.vehicle_flags |= VHF_ENERGYREGEN;
977 if(autocvar_g_vehicle_bumblebee_shield)
978 self.vehicle_flags |= VHF_HASSHIELD;
980 if(autocvar_g_vehicle_bumblebee_shield_regen)
981 self.vehicle_flags |= VHF_SHIELDREGEN;
983 if(autocvar_g_vehicle_bumblebee_health_regen)
984 self.vehicle_flags |= VHF_HEALTHREGEN;
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;
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");
1013 void CSQC_BUMBLE_GUN_HUD()
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',
1021 void bumble_raygun_draw()
1025 vector _vtmp1, _vtmp2;
1027 _len = vlen(self.origin - self.move_origin);
1028 _dir = normalize(self.move_origin - self.origin);
1030 if(self.total_damages < time)
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;
1037 float i, df, sz, al;
1038 for(i = -0.1; i < 0.2; i += 0.1)
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);
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);
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);
1055 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1059 void bumble_raygun_read(bool bIsNew)
1061 int sf = ReadByte();
1065 self.cnt = ReadByte();
1066 self.team = ReadByte();
1067 self.cnt = ReadByte();
1070 self.colormod = '1 0 0';
1072 self.colormod = '0 1 0';
1074 self.traileffect = particleeffectnum("healray_muzzleflash");
1075 self.lip = particleeffectnum("healray_impact");
1077 self.draw = bumble_raygun_draw;
1083 self.origin_x = ReadCoord();
1084 self.origin_y = ReadCoord();
1085 self.origin_z = ReadCoord();
1086 setorigin(self, self.origin);
1091 self.move_origin_x = ReadCoord();
1092 self.move_origin_y = ReadCoord();
1093 self.move_origin_z = ReadCoord();
1097 float v_bumblebee(float req)
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,
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
1126 #endif // REGISTER_VEHICLE