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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         if(intermission_running)
424         {
425                 self.vehicle.velocity = '0 0 0';
426                 self.vehicle.avelocity = '0 0 0';
427                 return 1;
428         }
429
430         pilot = self;
431         vehic = self.vehicle;
432         self   = vehic;
433
434         if(vehic.deadflag != DEAD_NO)
435         {
436                 self = pilot;
437                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
438                 return 1;
439         }
440
441         bumblebee_regen();
442
443         crosshair_trace(pilot);
444
445         vector vang;
446         float ftmp;
447
448         vang = vehic.angles;
449         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
450         vang_x *= -1;
451         newvel_x *= -1;
452         if(newvel_x > 180)  newvel_x -= 360;
453         if(newvel_x < -180) newvel_x += 360;
454         if(newvel_y > 180)  newvel_y -= 360;
455         if(newvel_y < -180) newvel_y += 360;
456
457         ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
458         if(ftmp > 180)  ftmp -= 360;
459         if(ftmp < -180) ftmp += 360;
460         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
461
462         // Pitch
463         ftmp = 0;
464         if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit)
465                 ftmp = 4;
466         else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit)
467                 ftmp = -8;
468
469         newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
470         ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
471         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
472
473         vehic.angles_x = anglemods(vehic.angles_x);
474         vehic.angles_y = anglemods(vehic.angles_y);
475         vehic.angles_z = anglemods(vehic.angles_z);
476
477         makevectors('0 1 0' * vehic.angles_y);
478         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
479
480         if(pilot.movement_x != 0)
481         {
482                 if(pilot.movement_x > 0)
483                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
484                 else if(pilot.movement_x < 0)
485                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
486         }
487
488         if(pilot.movement_y != 0)
489         {
490                 if(pilot.movement_y < 0)
491                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
492                 else if(pilot.movement_y > 0)
493                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
494                 ftmp = newvel * v_right;
495                 ftmp *= frametime * 0.1;
496                 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
497         }
498         else
499         {
500                 vehic.angles_z *= 0.95;
501                 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
502                         vehic.angles_z = 0;
503         }
504
505         if(pilot.BUTTON_CROUCH)
506                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
507         else if(pilot.BUTTON_JUMP)
508                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
509
510         vehic.velocity  += newvel * frametime;
511         pilot.velocity = pilot.movement  = vehic.velocity;
512
513
514         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
515         {
516                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
517                         vehic.tur_head.enemy = world;
518
519                 if(trace_ent)
520                 if(trace_ent.movetype)
521                 if(trace_ent.takedamage)
522                 if(!trace_ent.deadflag)
523                 {
524                         if(teamplay)
525                         {
526                                 if(trace_ent.team == pilot.team)
527                                 {
528                                         vehic.tur_head.enemy = trace_ent;
529                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
530                                 }
531                         }
532                         else
533                         {
534                                 vehic.tur_head.enemy = trace_ent;
535                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
536                         }
537                 }
538
539                 if(vehic.tur_head.enemy)
540                 {
541                         trace_endpos = real_origin(vehic.tur_head.enemy);
542                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
543                 }
544         }
545
546         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
547                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
548                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
549
550         if(!forbidWeaponUse(pilot))
551         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
552         {
553                 vehic.gun3.enemy.realowner = pilot;
554                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
555
556                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
557                 vehic.gun3.enemy.SendFlags |= BRG_START;
558
559                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
560
561                 if(trace_ent)
562                 {
563                         if(autocvar_g_vehicle_bumblebee_raygun)
564                         {
565                                 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);
566                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
567                         }
568                         else
569                         {
570                                 if(trace_ent.deadflag == DEAD_NO)
571                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
572                                         {
573
574                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
575                                                 {
576                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
577                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
578
579                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
580                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
581                                                 }
582                                                 else if(IS_CLIENT(trace_ent))
583                                                 {
584                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
585                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
586
587                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
588                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
589
590                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
591                                                 }
592                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
593                                                 {
594                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
595                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
596                                                         //else ..hmmm what? ammo?
597
598                                                         trace_ent.SendFlags |= TNSF_STATUS;
599                                                 }
600                                         }
601                         }
602                 }
603
604                 vehic.gun3.enemy.hook_end = trace_endpos;
605                 setorigin(vehic.gun3.enemy, trace_endpos);
606                 vehic.gun3.enemy.SendFlags |= BRG_END;
607
608                 vehic.wait = time + 1;
609         }
610         else
611                 vehic.gun3.enemy.effects |= EF_NODRAW;
612         /*{
613                 if(vehic.gun3.enemy)
614                         remove(vehic.gun3.enemy);
615
616                 vehic.gun3.enemy = world;
617         }
618         */
619
620         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
621         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
622
623         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
624         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
625
626         if(vehic.vehicle_flags & VHF_HASSHIELD)
627                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
628
629         vehic.angles_x *= -1;
630         makevectors(vehic.angles);
631         vehic.angles_x *= -1;
632         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
633
634         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
635         self = pilot;
636
637         return 1;
638 }
639
640 void bumblebee_land()
641 {
642         float hgt;
643
644         hgt = raptor_altitude(512);
645         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
646         self.angles_x *= 0.95;
647         self.angles_z *= 0.95;
648
649         if(hgt < 16)
650                 self.think      = vehicles_think;
651
652         self.nextthink = time;
653         
654         CSQCMODEL_AUTOUPDATE();
655 }
656
657 void bumblebee_exit(float eject)
658 {
659         if(self.owner.vehicleid == VEH_BUMBLEBEE)
660         {
661                 bumblebee_gunner_exit(eject);
662                 return;
663         }
664
665         self.touch = vehicles_touch;
666
667         if(self.deadflag == DEAD_NO)
668         {
669                 self.think = bumblebee_land;
670                 self.nextthink  = time;
671         }
672         
673         self.movetype = MOVETYPE_TOSS;
674
675         if(!self.owner)
676                 return;
677
678         fixedmakevectors(self.angles);
679         vector spot;
680         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
681                 spot = self.origin + v_up * 128 + v_forward * 300;
682         else
683                 spot = self.origin + v_up * 128 - v_forward * 300;
684
685         spot = vehicles_findgoodexit(spot);
686
687         // Hide beam
688         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
689                 self.gun3.enemy.effects |= EF_NODRAW;
690     }
691
692         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
693         self.owner.velocity_z += 10;
694         setorigin(self.owner, spot);
695
696         antilag_clear(self.owner);
697     self.owner = world;
698 }
699
700 void bumblebee_blowup()
701 {
702         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
703                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
704                                  autocvar_g_vehicle_bumblebee_blowup_radius, self,
705                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
706                                  DEATH_VH_BUMB_DEATH, world);
707
708         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
709         pointparticles(particleeffectnum("explosion_big"), (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
710
711         if(self.owner.deadflag == DEAD_DYING)
712                 self.owner.deadflag = DEAD_DEAD;
713
714         remove(self);
715 }
716
717 void bumblebee_diethink()
718 {
719         if(time >= self.wait)
720                 self.think = bumblebee_blowup;
721
722         if(random() < 0.1)
723         {
724                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
725                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
726         }
727
728         self.nextthink = time + 0.1;
729 }
730
731 float bumble_raygun_send(entity to, float sf)
732 {
733         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
734
735         WriteByte(MSG_ENTITY, sf);
736         if(sf & BRG_SETUP)
737         {
738                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
739                 WriteByte(MSG_ENTITY, self.realowner.team);
740                 WriteByte(MSG_ENTITY, self.cnt);
741         }
742
743         if(sf & BRG_START)
744         {
745                 WriteCoord(MSG_ENTITY, self.hook_start_x);
746                 WriteCoord(MSG_ENTITY, self.hook_start_y);
747                 WriteCoord(MSG_ENTITY, self.hook_start_z);
748         }
749
750         if(sf & BRG_END)
751         {
752                 WriteCoord(MSG_ENTITY, self.hook_end_x);
753                 WriteCoord(MSG_ENTITY, self.hook_end_y);
754                 WriteCoord(MSG_ENTITY, self.hook_end_z);
755         }
756
757         return TRUE;
758 }
759
760 void spawnfunc_vehicle_bumblebee()
761 {
762         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
763         if(!vehicle_initialize(VEH_BUMBLEBEE, FALSE)) { remove(self); return; }
764 }
765
766 float v_bumblebee(float req)
767 {
768         switch(req)
769         {
770                 case VR_IMPACT:
771                 {
772                         if(autocvar_g_vehicle_bumblebee_bouncepain)
773                                 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
774                                 
775                         return TRUE;
776                 }
777                 case VR_ENTER:
778                 {
779                         self.touch = bumblebee_touch;
780                         self.nextthink = 0;
781                         self.movetype = MOVETYPE_BOUNCEMISSILE;
782                         return TRUE;
783                 }
784                 case VR_THINK:
785                 {
786                         self.angles_z *= 0.8;
787                         self.angles_x *= 0.8;
788                         
789                         self.nextthink = time;
790                         
791                         if(!self.owner)
792                         {
793                                 entity oldself = self;          
794                                 if(self.gunner1)
795                                 {
796                                         self = self.gunner1;
797                                         oldself.gun1.vehicle_exit(VHEF_EJECT);
798                                         entity oldother = other;
799                                         other = self;
800                                         self = oldself;
801                                         self.phase = 0;
802                                         self.touch();
803                                         other = oldother;
804                                         return TRUE;
805                                 }
806                                 
807                                 if(self.gunner2)
808                                 {
809                                         self = self.gunner2;
810                                         oldself.gun2.vehicle_exit(VHEF_EJECT);
811                                         entity oldother = other;
812                                         other = self;
813                                         self = oldself;
814                                         self.phase = 0;
815                                         self.touch();
816                                         other = oldother;
817                                         return TRUE;
818                                 }               
819                         }
820                         
821                         return TRUE;
822                 }
823                 case VR_DEATH:
824                 {
825                         entity oldself = self;
826
827                         CSQCModel_UnlinkEntity();
828
829                         // Hide beam
830                         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
831                                 self.gun3.enemy.effects |= EF_NODRAW;
832                         
833                         if(self.gunner1)
834                         {
835                                 self = self.gunner1;
836                                 oldself.gun1.vehicle_exit(VHEF_EJECT);
837                                 self = oldself;
838                         }
839
840                         if(self.gunner2)
841                         {
842                                 self = self.gunner2;
843                                 oldself.gun2.vehicle_exit(VHEF_EJECT);
844                                 self = oldself;
845                         }
846
847                         self.vehicle_exit(VHEF_EJECT);
848
849                         fixedmakevectors(self.angles);
850                         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
851                         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
852                         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
853
854                         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
855
856                         if(random() > 0.5)
857                                 _body.touch = bumblebee_blowup;
858                         else
859                                 _body.touch = func_null;
860                                 
861                         _body.think = bumblebee_diethink;
862                         _body.nextthink = time;
863                         _body.wait = time + 2 + (random() * 8);
864                         _body.owner = self;
865                         _body.enemy = self.enemy;
866                         _body.scale = 1.5;
867                         _body.angles = self.angles;
868                         
869                         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
870                         
871                         self.health                     = 0;
872                         self.event_damage       = func_null;
873                         self.solid                      = SOLID_NOT;
874                         self.takedamage         = DAMAGE_NO;
875                         self.deadflag           = DEAD_DYING;
876                         self.movetype           = MOVETYPE_NONE;
877                         self.effects            = EF_NODRAW;
878                         self.colormod           = '0 0 0';
879                         self.avelocity          = '0 0 0';
880                         self.velocity           = '0 0 0';
881                         self.touch                      = func_null;
882                         self.nextthink          = 0;
883
884                         setorigin(self, self.pos1);
885                         return TRUE;
886                 }
887                 case VR_SPAWN:
888                 {
889                         if(!self.gun1)
890                         {
891                                 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
892                                 self.vehicle_shieldent = spawn();
893                                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
894                                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
895                                 setattachment(self.vehicle_shieldent, self, "");
896                                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
897                                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
898                                 self.vehicle_shieldent.think       = shieldhit_think;
899                                 self.vehicle_shieldent.alpha = -1;
900                                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
901
902                                 self.gun1 = spawn();
903                                 self.gun2 = spawn();
904                                 self.gun3 = spawn();
905
906                                 self.vehicle_flags |= VHF_MULTISLOT;
907
908                                 self.gun1.owner = self;
909                                 self.gun2.owner = self;
910                                 self.gun3.owner = self;
911
912                                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
913                                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
914                                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
915
916                                 setattachment(self.gun1, self, "cannon_right");
917                                 setattachment(self.gun2, self, "cannon_left");
918
919                                 // Angled bones are no fun, messes up gun-aim; so work arround it.
920                                 self.gun3.pos1 = self.angles;
921                                 self.angles = '0 0 0';
922                                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
923                                 ofs -= self.origin;
924                                 setattachment(self.gun3, self, "");
925                                 setorigin(self.gun3, ofs);
926                                 self.angles = self.gun3.pos1;
927
928                                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
929                                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
930
931                                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
932                                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
933
934                                 //fixme-model-bones
935                                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
936                                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
937                                 //fixme-model-bones
938                                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
939                                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
940
941                                 self.scale = 1.5;
942                                 
943                                 // Raygun beam
944                                 if(self.gun3.enemy == world)
945                                 {                       
946                                         self.gun3.enemy = spawn();
947                                         Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
948                                         self.gun3.enemy.SendFlags = BRG_SETUP;                  
949                                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
950                                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
951                                 }
952                         }
953
954                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
955                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
956                         self.solid = SOLID_BBOX;
957                         self.movetype = MOVETYPE_TOSS;
958                         self.damageforcescale = 0.025;
959                         
960                         self.PlayerPhysplug = bumblebee_pilot_frame;
961                         
962                         setorigin(self, self.origin + '0 0 25');
963                         return TRUE;
964                 }
965                 case VR_SETUP:
966                 {
967                         if(autocvar_g_vehicle_bumblebee_energy)
968                         if(autocvar_g_vehicle_bumblebee_energy_regen)
969                                 self.vehicle_flags |= VHF_ENERGYREGEN;
970
971                         if(autocvar_g_vehicle_bumblebee_shield)
972                                 self.vehicle_flags |= VHF_HASSHIELD;
973
974                         if(autocvar_g_vehicle_bumblebee_shield_regen)
975                                 self.vehicle_flags |= VHF_SHIELDREGEN;
976
977                         if(autocvar_g_vehicle_bumblebee_health_regen)
978                                 self.vehicle_flags |= VHF_HEALTHREGEN;
979                                 
980                         self.vehicle_exit = bumblebee_exit;
981                         self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
982                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
983                         self.max_health = self.vehicle_health;
984                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
985                                 
986                         return TRUE;
987                 }
988                 case VR_PRECACHE:
989                 {
990                         precache_model("models/vehicles/bumblebee_body.dpm");
991                         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
992                         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
993                         precache_model("models/vehicles/bumblebee_ray.dpm");
994                         precache_model("models/vehicles/wakizashi_cockpit.dpm");
995                         precache_model("models/vehicles/spiderbot_cockpit.dpm");
996                         precache_model("models/vehicles/raptor_cockpit.dpm");
997                         return TRUE;
998                 }
999         }
1000
1001         return TRUE;
1002 }
1003
1004 #endif // SVQC
1005 #ifdef CSQC
1006
1007 #define bumb_ico  "gfx/vehicles/bumb.tga"
1008 #define bumb_lgun  "gfx/vehicles/bumb_lgun.tga"
1009 #define bumb_rgun  "gfx/vehicles/bumb_rgun.tga"
1010
1011 #define bumb_gun_ico  "gfx/vehicles/bumb_side.tga"
1012 #define bumb_gun_gun  "gfx/vehicles/bumb_side_gun.tga"
1013
1014 void CSQC_BUMBLE_GUN_HUD()
1015 {
1016
1017         if(autocvar_r_letterbox)
1018                 return;
1019
1020         vector picsize, hudloc = '0 0 0', pic2size, picloc;
1021
1022         // Fetch health & ammo stats
1023         HUD_GETVEHICLESTATS
1024
1025         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1026         hudloc_y = vid_conheight - picsize_y;
1027         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1028
1029         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1030
1031         shield  *= 0.01;
1032         vh_health  *= 0.01;
1033         energy  *= 0.01;
1034         reload1 *= 0.01;
1035
1036         pic2size = draw_getimagesize(bumb_gun_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1037         picloc = picsize * 0.5 - pic2size * 0.5;
1038
1039         if(vh_health < 0.25)
1040                 drawpic(hudloc + picloc, bumb_gun_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
1041         else
1042                 drawpic(hudloc + picloc, bumb_gun_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
1043
1044         drawpic(hudloc + picloc, bumb_gun_gun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1045         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
1046
1047 // Health bar
1048         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1049         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1050         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1051         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1052         drawresetcliparea();
1053 // ..  and icon
1054         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1055         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1056         if(vh_health < 0.25)
1057         {
1058                 if(alarm1time < time)
1059                 {
1060                         alarm1time = time + 2;
1061                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1062                 }
1063
1064                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1065         }
1066         else
1067         {
1068                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1069                 if(alarm1time)
1070                 {
1071                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1072                         alarm1time = 0;
1073                 }
1074         }
1075
1076 // Shield bar
1077         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1078         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1079         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1080         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1081         drawresetcliparea();
1082 // ..  and icon
1083         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1084         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1085         if(shield < 0.25)
1086         {
1087                 if(alarm2time < time)
1088                 {
1089                         alarm2time = time + 1;
1090                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1091                 }
1092                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1093         }
1094         else
1095         {
1096                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1097                 if(alarm2time)
1098                 {
1099                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1100                         alarm2time = 0;
1101                 }
1102         }
1103
1104 // Gun bar
1105         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1106         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1107         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * energy, vid_conheight);
1108         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1109         drawresetcliparea();
1110
1111 // ..  and icon
1112         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1113         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1114         if(energy < 0.2)
1115                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1116         else
1117                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1118
1119         if (scoreboard_showscores)
1120                 HUD_DrawScoreboard();
1121         /*
1122         else
1123         {
1124                 picsize = draw_getimagesize(waki_xhair);
1125                 picsize_x *= 0.5;
1126                 picsize_y *= 0.5;
1127
1128
1129                 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);
1130         }
1131         */
1132 }
1133
1134 void bumble_raygun_draw()
1135 {
1136         float _len;
1137         vector _dir;
1138         vector _vtmp1, _vtmp2;
1139
1140         _len = vlen(self.origin - self.move_origin);
1141         _dir = normalize(self.move_origin - self.origin);
1142
1143         if(self.total_damages < time)
1144         {
1145                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1146                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1147                 self.total_damages = time + 0.1;
1148         }
1149
1150         float i, df, sz, al;
1151         for(i = -0.1; i < 0.2; i += 0.1)
1152         {
1153                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1154                 sz = 5 + random() * 5;
1155                 al = 0.25 + random() * 0.5;
1156                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1157                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
1158                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1159
1160                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1161                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
1162                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1163
1164                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1165                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
1166                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1167
1168                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1169         }
1170 }
1171
1172 void bumble_raygun_read(float bIsNew)
1173 {
1174         float sf = ReadByte();
1175
1176         if(sf & BRG_SETUP)
1177         {
1178                 self.cnt  = ReadByte();
1179                 self.team = ReadByte();
1180                 self.cnt  = ReadByte();
1181
1182                 if(self.cnt)
1183                         self.colormod = '1 0 0';
1184                 else
1185                         self.colormod = '0 1 0';
1186
1187                 self.traileffect = particleeffectnum("healray_muzzleflash");
1188                 self.lip = particleeffectnum("healray_impact");
1189
1190                 self.draw = bumble_raygun_draw;
1191         }
1192
1193
1194         if(sf & BRG_START)
1195         {
1196                 self.origin_x = ReadCoord();
1197                 self.origin_y = ReadCoord();
1198                 self.origin_z = ReadCoord();
1199                 setorigin(self, self.origin);
1200         }
1201
1202         if(sf & BRG_END)
1203         {
1204                 self.move_origin_x = ReadCoord();
1205                 self.move_origin_y = ReadCoord();
1206                 self.move_origin_z = ReadCoord();
1207         }
1208 }
1209
1210 float v_bumblebee(float req)
1211 {
1212         switch(req)
1213         {
1214                 case VR_HUD:
1215                 {
1216                         if(autocvar_r_letterbox)
1217                                 return TRUE;
1218
1219                         vector picsize, hudloc = '0 0 0', pic2size, picloc;
1220
1221                         // Fetch health & ammo stats
1222                         HUD_GETVEHICLESTATS
1223
1224                         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1225                         hudloc_y = vid_conheight - picsize_y;
1226                         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1227
1228                         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1229
1230                         shield  *= 0.01;
1231                         vh_health  *= 0.01;
1232                         energy  *= 0.01;
1233                         reload1 *= 0.01;
1234
1235                         pic2size = draw_getimagesize(bumb_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1236                         picloc = picsize * 0.5 - pic2size * 0.5;
1237
1238                         if(vh_health < 0.25)
1239                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
1240                         else
1241                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
1242
1243                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1244                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1245                         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
1246
1247                 // Health bar
1248                         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1249                         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1250                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1251                         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1252                         drawresetcliparea();
1253                 // ..  and icon
1254                         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1255                         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1256                         if(vh_health < 0.25)
1257                         {
1258                                 if(alarm1time < time)
1259                                 {
1260                                         alarm1time = time + 2;
1261                                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1262                                 }
1263
1264                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1265                         }
1266                         else
1267                         {
1268                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1269                                 if(alarm1time)
1270                                 {
1271                                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1272                                         alarm1time = 0;
1273                                 }
1274                         }
1275
1276                 // Shield bar
1277                         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1278                         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1279                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1280                         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1281                         drawresetcliparea();
1282                 // ..  and icon
1283                         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1284                         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1285                         if(shield < 0.25)
1286                         {
1287                                 if(alarm2time < time)
1288                                 {
1289                                         alarm2time = time + 1;
1290                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1291                                 }
1292                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1293                         }
1294                         else
1295                         {
1296                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1297                                 if(alarm2time)
1298                                 {
1299                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1300                                         alarm2time = 0;
1301                                 }
1302                         }
1303
1304                         ammo1 *= 0.01;
1305                         ammo2 *= 0.01;
1306
1307                 // Gunner1 bar
1308                         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1309                         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1310                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo1, vid_conheight);
1311                         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1312                         drawresetcliparea();
1313
1314                 // Right gunner slot occupied?
1315                         if(!AuxiliaryXhair[1].draw2d)
1316                         {
1317                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No right gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1318                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1319                                 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);
1320                         }
1321
1322                 // ..  and icon
1323                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1324                         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1325                         if(ammo1 < 0.2)
1326                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1327                         else
1328                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1329
1330                 // Gunner2 bar
1331                         picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale;
1332                         picloc = '450 140 0' * autocvar_cl_vehicles_hudscale;
1333                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo2, vid_conheight);
1334                         drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1335                         drawresetcliparea();
1336                 // Left gunner slot occupied?
1337                         if(!AuxiliaryXhair[2].draw2d)
1338                         {
1339                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No left gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1340                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1341                                 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);
1342                         }
1343
1344                 // ..  and icon
1345                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1346                         picloc = '664 130 0' * autocvar_cl_vehicles_hudscale;
1347                         if(ammo2 < 0.2)
1348                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1349                         else
1350                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1351
1352                         if (scoreboard_showscores)
1353                                 HUD_DrawScoreboard();
1354                         else
1355                         {
1356                                 picsize = draw_getimagesize(waki_xhair);
1357                                 picsize_x *= 0.5;
1358                                 picsize_y *= 0.5;
1359                                 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);
1360                         }
1361                         return TRUE;
1362                 }
1363                 case VR_SETUP:
1364                 {
1365                         // raygun-locked
1366                         AuxiliaryXhair[0].axh_image   = "gfx/vehicles/axh-bracket.tga";
1367                         AuxiliaryXhair[0].axh_scale   = 0.5;
1368
1369                         // Gunner1
1370                         AuxiliaryXhair[1].axh_image   = "gfx/vehicles/axh-target.tga";
1371                         AuxiliaryXhair[1].axh_scale   = 0.75;
1372
1373                         // Gunner2
1374                         AuxiliaryXhair[2].axh_image   = "gfx/vehicles/axh-target.tga";
1375                         AuxiliaryXhair[2].axh_scale   = 0.75;
1376                         return TRUE;
1377                 }
1378                 case VR_PRECACHE:
1379                 {
1380                         return TRUE;
1381                 }
1382         }
1383
1384         return TRUE;
1385 }
1386
1387 #endif // CSQC
1388 #endif // REGISTER_VEHICLE