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New vehicle system based on weapons system
[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  */ '-130 -130 -130', '130 130 130',
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 i, 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                 for(i = 0; i < 4; ++i)
173                 {
174                         distance = vlen(ad - gunner.origin);
175                         impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
176                         ad = vf + _vel * impact_time;
177                 }
178                 trace_endpos = ad;
179
180
181                 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
182                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
183                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
184                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
185
186         }
187         else
188                 vehicle_aimturret(vehic, _ct, gun, "fire",
189                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
190                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
191
192         if(gunner.BUTTON_ATCK)
193                 if(time > gun.attack_finished_single)
194                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
195                         {
196                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
197                                 bumblebee_fire_cannon(gun, "fire", gunner);
198                                 gun.delay = time;
199                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
200                         }
201
202         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
203
204         if(vehic.vehicle_flags & VHF_HASSHIELD)
205                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
206
207         ad = gettaginfo(gun, gettagindex(gun, "fire"));
208         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
209
210         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
211
212         if(vehic.owner)
213                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
214
215         vehic.solid = SOLID_BBOX;
216         gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
217         gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
218
219         self = gunner;
220         return 1;
221 }
222
223 void bumblebee_gunner_exit(float _exitflag)
224 {
225         if(IS_REAL_CLIENT(self))
226         {
227                 msg_entity = self;
228                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
229                 WriteEntity(MSG_ONE, self);
230
231                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
232                 WriteAngle(MSG_ONE, 0);
233                 WriteAngle(MSG_ONE, self.vehicle.angles_y);
234                 WriteAngle(MSG_ONE, 0);
235         }
236         
237         CSQCVehicleSetup(self, HUD_NORMAL);
238         setsize(self, PL_MIN, PL_MAX);
239
240         self.takedamage     = DAMAGE_AIM;
241         self.solid          = SOLID_SLIDEBOX;
242         self.movetype       = MOVETYPE_WALK;
243         self.effects        &= ~EF_NODRAW;
244         self.alpha          = 1;
245         self.PlayerPhysplug = func_null;
246         self.view_ofs       = PL_VIEW_OFS;
247         self.event_damage   = PlayerDamage;
248         self.hud            = HUD_NORMAL;
249         self.switchweapon   = self.vehicle.switchweapon;
250
251     vh_player = self;
252     vh_vehicle = self.vehicle;
253     MUTATOR_CALLHOOK(VehicleExit);
254     self = vh_player;
255     self.vehicle = vh_vehicle;
256
257         self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
258
259         fixedmakevectors(self.vehicle.owner.angles);
260
261         if(self == self.vehicle.owner.gunner1)
262         {
263                 self.vehicle.owner.gunner1 = world;             
264         }
265         else if(self == self.vehicle.owner.gunner2)
266         {
267                 self.vehicle.owner.gunner2 = world;     
268                 v_right *= -1;
269         }       
270         else
271                 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
272                 
273         vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
274         spot = vehicles_findgoodexit(spot);
275         //setorigin(self , spot);
276
277         self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
278         self.velocity_z += 10;
279
280         self.vehicle.phase = time + 5;
281         self.vehicle        = world;
282 }
283
284 float bumblebee_gunner_enter()
285 {
286         RemoveGrapplingHook(other);
287         entity _gun, _gunner;
288         if(!self.gunner1)
289         {
290                 _gun = self.gun1;
291                 _gunner = self.gunner1;
292                 self.gunner1 = other;
293         }
294         else if(!self.gunner2)
295         {
296                 _gun = self.gun2;
297                 _gunner = self.gunner2;
298                 self.gunner2 = other;
299         }
300         else
301         {
302                 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
303                 return FALSE;
304         }
305
306         _gunner            = other;
307         _gunner.vehicle    = _gun;
308         _gun.switchweapon  = other.switchweapon;
309         _gun.vehicle_exit  = bumblebee_gunner_exit;
310
311         other.angles            = self.angles;
312         other.takedamage        = DAMAGE_NO;
313         other.solid             = SOLID_NOT;
314         other.movetype          = MOVETYPE_NOCLIP;
315         other.alpha             = -1;
316         other.event_damage      = func_null;
317         other.view_ofs          = '0 0 0';
318         other.hud               = _gun.hud;
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         msg_entity = other;
329         WriteByte(MSG_ONE, SVC_SETVIEWPORT);
330         WriteEntity(MSG_ONE, _gun.vehicle_viewport);
331         WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
332         WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x);    // tilt
333         WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y);    // yaw
334         WriteAngle(MSG_ONE, 0);                             // roll
335         _gun.vehicle_hudmodel.viewmodelforclient = other;
336
337         CSQCVehicleSetup(other, other.hud);
338         
339     vh_player = other;
340     vh_vehicle = _gun;
341     MUTATOR_CALLHOOK(VehicleEnter);
342     other = vh_player;
343     _gun = vh_vehicle;
344
345         return TRUE;
346 }
347
348 float vehicles_valid_pilot()
349 {
350         if not(IS_PLAYER(other))
351                 return FALSE;
352
353         if(other.deadflag != DEAD_NO)
354                 return FALSE;
355
356         if(other.vehicle != world)
357                 return FALSE;
358
359         if not(IS_REAL_CLIENT(other))
360                 if(!autocvar_g_vehicles_allow_bots)
361                         return FALSE;
362
363         if(teamplay && other.team != self.team)
364                 return FALSE;
365
366         return TRUE;
367 }
368
369 void bumblebee_touch()
370 {
371         if(self.gunner1 != world && self.gunner2 != world)
372         {
373                 vehicles_touch();
374                 return;
375         }
376
377         if(vehicles_valid_pilot())
378         {
379                 if(self.gun1.phase <= time)
380                         if(bumblebee_gunner_enter())
381                                 return;
382
383                 if(self.gun2.phase <= time)
384                         if(bumblebee_gunner_enter())
385                                 return;
386         }
387
388         vehicles_touch();
389 }
390
391 void bumblebee_regen()
392 {
393         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
394                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
395                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
396
397         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
398                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
399                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
400
401         if(self.vehicle_flags  & VHF_SHIELDREGEN)
402                 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);
403
404         if(self.vehicle_flags  & VHF_HEALTHREGEN)
405                 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);
406
407         if(self.vehicle_flags  & VHF_ENERGYREGEN)
408                 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);
409
410 }
411
412 float bumblebee_pilot_frame()
413 {
414         entity pilot, vehic;
415         vector newvel;
416
417         pilot = self;
418         vehic = self.vehicle;
419         self   = vehic;
420
421
422         if(vehic.deadflag != DEAD_NO)
423         {
424                 self = pilot;
425                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
426                 return 1;
427         }
428
429         bumblebee_regen();
430
431         crosshair_trace(pilot);
432
433         vector vang;
434         float ftmp;
435
436         vang = vehic.angles;
437         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
438         vang_x *= -1;
439         newvel_x *= -1;
440         if(newvel_x > 180)  newvel_x -= 360;
441         if(newvel_x < -180) newvel_x += 360;
442         if(newvel_y > 180)  newvel_y -= 360;
443         if(newvel_y < -180) newvel_y += 360;
444
445         ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
446         if(ftmp > 180)  ftmp -= 360;
447         if(ftmp < -180) ftmp += 360;
448         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
449
450         // Pitch
451         ftmp = 0;
452         if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) 
453                 ftmp = 4;
454         else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) 
455                 ftmp = -8;
456
457         newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
458         ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
459         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
460
461         vehic.angles_x = anglemods(vehic.angles_x);
462         vehic.angles_y = anglemods(vehic.angles_y);
463         vehic.angles_z = anglemods(vehic.angles_z);
464
465         makevectors('0 1 0' * vehic.angles_y);
466         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
467
468         if(pilot.movement_x != 0)
469         {
470                 if(pilot.movement_x > 0)
471                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
472                 else if(pilot.movement_x < 0)
473                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
474         }
475
476         if(pilot.movement_y != 0)
477         {
478                 if(pilot.movement_y < 0)
479                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
480                 else if(pilot.movement_y > 0)
481                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
482                 ftmp = newvel * v_right;
483                 ftmp *= frametime * 0.1;
484                 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
485         }
486         else
487         {
488                 vehic.angles_z *= 0.95;
489                 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
490                         vehic.angles_z = 0;
491         }
492
493         if(pilot.BUTTON_CROUCH)
494                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
495         else if(pilot.BUTTON_JUMP)
496                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
497
498         vehic.velocity  += newvel * frametime;
499         pilot.velocity = pilot.movement  = vehic.velocity;
500         
501
502         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
503         {               
504                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
505                         vehic.tur_head.enemy = world;
506
507                 if(trace_ent)
508                 if(trace_ent.movetype)
509                 if(trace_ent.takedamage)
510                 if(!trace_ent.deadflag)
511                 {
512                         if(teamplay)
513                         {
514                                 if(trace_ent.team == pilot.team)
515                                 {
516                                         vehic.tur_head.enemy = trace_ent;
517                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
518                                 }
519                         }
520                         else
521                         {            
522                                 vehic.tur_head.enemy = trace_ent;
523                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
524                         }
525                 }
526                         
527                 if(vehic.tur_head.enemy)
528                 {
529                         trace_endpos = real_origin(vehic.tur_head.enemy);                       
530                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);               
531                 }
532         }
533         
534         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
535                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
536                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
537
538         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
539         {
540                 vehic.gun3.enemy.realowner = pilot;
541                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
542                 
543                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
544                 vehic.gun3.enemy.SendFlags |= BRG_START;
545                 
546                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
547                 
548                 if(trace_ent)
549                 {
550                         if(autocvar_g_vehicle_bumblebee_raygun)
551                         {
552                                 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);
553                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
554                         }
555                         else
556                         {
557                                 if(trace_ent.deadflag == DEAD_NO)
558                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
559                                         {
560
561                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
562                                                 {
563                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
564                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
565
566                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
567                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
568                                                 }
569                                                 else if(IS_CLIENT(trace_ent))
570                                                 {
571                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
572                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
573
574                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
575                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
576
577                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
578                                                 }
579                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
580                                                 {
581                                                         if(trace_ent.health  <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
582                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
583                                                         //else ..hmmm what? ammo?
584
585                                                         trace_ent.SendFlags |= TNSF_STATUS;
586                                                 }
587                                         }
588                         }
589                 }
590                 
591                 vehic.gun3.enemy.hook_end = trace_endpos;
592                 setorigin(vehic.gun3.enemy, trace_endpos);
593                 vehic.gun3.enemy.SendFlags |= BRG_END;
594                 
595                 vehic.wait = time + 1;
596         }
597         else
598                 vehic.gun3.enemy.effects |= EF_NODRAW;
599         /*{
600                 if(vehic.gun3.enemy)
601                         remove(vehic.gun3.enemy);
602
603                 vehic.gun3.enemy = world;
604         }
605         */
606         
607         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
608         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
609
610         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
611         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
612
613         if(vehic.vehicle_flags & VHF_HASSHIELD)
614                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
615                 
616         vehic.angles_x *= -1;
617         makevectors(vehic.angles);
618         vehic.angles_x *= -1;
619         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
620
621         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
622         self = pilot;
623
624         return 1;
625 }
626
627 void bumblebee_exit(float eject)
628 {
629         self.touch = vehicles_touch;
630         self.think = vehicles_think;
631         self.nextthink = time;
632         
633         if(!self.owner)
634                 return;
635         
636         fixedmakevectors(self.angles);
637         vector spot;
638         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)              
639                 spot = self.origin + v_up * 128 + v_forward * 200;
640         else
641                 spot = self.origin + v_up * 128 - v_forward * 200;
642         
643         spot = vehicles_findgoodexit(spot);
644         
645         // Hide beam
646         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
647                 self.gun3.enemy.effects |= EF_NODRAW;
648     }
649
650         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
651         self.owner.velocity_z += 10;
652         setorigin(self.owner, spot);
653         
654         antilag_clear(self.owner);
655     self.owner = world;
656 }
657
658 void bumblebee_blowup()
659 {
660         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
661                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
662                                  autocvar_g_vehicle_bumblebee_blowup_radius, self,
663                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
664                                  DEATH_VH_BUMB_DEATH, world);
665
666         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
667         pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
668         
669         if(self.owner.deadflag == DEAD_DYING)
670                 self.owner.deadflag = DEAD_DEAD;
671         
672         remove(self);
673 }
674
675 void bumblebee_diethink()
676 {
677         if(time >= self.wait)
678                 self.think = bumblebee_blowup;
679
680         if(random() < 0.1)
681         {
682                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
683                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
684         }
685
686         self.nextthink = time + 0.1;
687 }
688
689 float bumble_raygun_send(entity to, float sf)
690 {
691         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
692
693         WriteByte(MSG_ENTITY, sf);
694         if(sf & BRG_SETUP)
695         {
696                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
697                 WriteByte(MSG_ENTITY, self.realowner.team);
698                 WriteByte(MSG_ENTITY, self.cnt);
699         }
700
701         if(sf & BRG_START)
702         {
703                 WriteCoord(MSG_ENTITY, self.hook_start_x);
704                 WriteCoord(MSG_ENTITY, self.hook_start_y);
705                 WriteCoord(MSG_ENTITY, self.hook_start_z);
706         }
707
708         if(sf & BRG_END)
709         {
710                 WriteCoord(MSG_ENTITY, self.hook_end_x);
711                 WriteCoord(MSG_ENTITY, self.hook_end_y);
712                 WriteCoord(MSG_ENTITY, self.hook_end_z);
713         }
714
715         return TRUE;
716 }
717
718 void spawnfunc_vehicle_bumblebee()
719 {
720         if not(autocvar_g_vehicle_bumblebee) { remove(self); return; }
721         if not(vehicle_initialize(VEH_BUMBLEBEE, FALSE)) { remove(self); return; }
722 }
723
724 float v_bumblebee(float req)
725 {
726         switch(req)
727         {
728                 case VR_IMPACT:
729                 {
730                         if(autocvar_g_vehicle_bumblebee_bouncepain)
731                                 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
732                                 
733                         return TRUE;
734                 }
735                 case VR_ENTER:
736                 {
737                         self.touch = bumblebee_touch;
738                         self.nextthink = 0;
739                         self.movetype = MOVETYPE_BOUNCEMISSILE;
740                         return TRUE;
741                 }
742                 case VR_THINK:
743                 {
744                         self.movetype = MOVETYPE_TOSS;
745                         
746                         self.angles_z *= 0.8;
747                         self.angles_x *= 0.8;
748                         
749                         self.nextthink = time + 0.05;
750                         
751                         if(!self.owner)
752                         {
753                                 entity oldself = self;          
754                                 if(self.gunner1)
755                                 {
756                                         self = self.gunner1;
757                                         oldself.gun1.vehicle_exit(VHEF_EJECT);
758                                         entity oldother = other;
759                                         other = self;
760                                         self = oldself;
761                                         self.phase = 0;
762                                         self.touch();
763                                         other = oldother;
764                                         return TRUE;
765                                 }
766                                 
767                                 if(self.gunner2)
768                                 {
769                                         self = self.gunner2;
770                                         oldself.gun2.vehicle_exit(VHEF_EJECT);
771                                         entity oldother = other;
772                                         other = self;
773                                         self = oldself;
774                                         self.phase = 0;
775                                         self.touch();
776                                         other = oldother;
777                                         return TRUE;
778                                 }               
779                         }
780                         
781                         return TRUE;
782                 }
783                 case VR_DEATH:
784                 {
785                         entity oldself = self;
786         
787                         // Hide beam
788                         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
789                                 self.gun3.enemy.effects |= EF_NODRAW;
790                         
791                         if(self.gunner1)
792                         {
793                                 self = self.gunner1;
794                                 oldself.gun1.vehicle_exit(VHEF_EJECT);
795                                 self = oldself;
796                         }
797
798                         if(self.gunner2)
799                         {
800                                 self = self.gunner2;
801                                 oldself.gun2.vehicle_exit(VHEF_EJECT);
802                                 self = oldself;
803                         }
804
805                         self.vehicle_exit(VHEF_EJECT);
806
807                         fixedmakevectors(self.angles);
808                         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
809                         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
810                         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
811
812                         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
813
814                         if(random() > 0.5)
815                                 _body.touch = bumblebee_blowup;
816                         else
817                                 _body.touch = func_null;
818                                 
819                         _body.think = bumblebee_diethink;
820                         _body.nextthink = time;
821                         _body.wait = time + 2 + (random() * 8);
822                         _body.owner = self;
823                         _body.enemy = self.enemy;
824                         
825                         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
826                         
827                         self.health                     = 0;
828                         self.event_damage       = func_null;
829                         self.solid                      = SOLID_CORPSE;
830                         self.takedamage         = DAMAGE_NO;
831                         self.deadflag           = DEAD_DYING;
832                         self.movetype           = MOVETYPE_NONE;
833                         self.effects            = EF_NODRAW;
834                         self.colormod           = '0 0 0';
835                         self.avelocity          = '0 0 0';
836                         self.velocity           = '0 0 0';
837                         self.touch                      = func_null;
838                         self.nextthink          = 0;
839
840                         setorigin(self, self.pos1);
841                         return TRUE;
842                 }
843                 case VR_SPAWN:
844                 {
845                         if not(self.gun1)
846                         {
847                                 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
848                                 self.vehicle_shieldent = spawn();
849                                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
850                                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
851                                 setattachment(self.vehicle_shieldent, self, "");
852                                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
853                                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
854                                 self.vehicle_shieldent.think       = shieldhit_think;
855                                 self.vehicle_shieldent.alpha = -1;
856                                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
857
858                                 self.gun1 = spawn();
859                                 self.gun2 = spawn();
860                                 self.gun3 = spawn();
861
862                                 self.vehicle_flags |= VHF_MULTISLOT;
863
864                                 self.gun1.owner = self;
865                                 self.gun2.owner = self;
866                                 self.gun3.owner = self;
867
868                                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
869                                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
870                                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
871
872                                 setattachment(self.gun1, self, "cannon_right");
873                                 setattachment(self.gun2, self, "cannon_left");
874
875                                 // Angled bones are no fun, messes up gun-aim; so work arround it.
876                                 self.gun3.pos1 = self.angles;
877                                 self.angles = '0 0 0';
878                                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
879                                 ofs -= self.origin;
880                                 setattachment(self.gun3, self, "");
881                                 setorigin(self.gun3, ofs);
882                                 self.angles = self.gun3.pos1;
883
884                                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit);
885                                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit);
886
887                                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
888                                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
889
890                                 //fixme-model-bones
891                                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
892                                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
893                                 //fixme-model-bones
894                                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
895                                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
896
897                                 self.scale = 1.5;
898                                 
899                                 // Raygun beam
900                                 if(self.gun3.enemy == world)
901                                 {                       
902                                         self.gun3.enemy = spawn();
903                                         Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
904                                         self.gun3.enemy.SendFlags = BRG_SETUP;                  
905                                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
906                                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
907                                 }
908                         }
909
910                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
911                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
912                         self.solid = SOLID_BBOX;
913                         self.movetype = MOVETYPE_TOSS;
914                         self.damageforcescale = 0.025;
915                         
916                         self.PlayerPhysplug = bumblebee_pilot_frame;
917                         
918                         setorigin(self, self.origin + '0 0 25');
919                         return TRUE;
920                 }
921                 case VR_SETUP:
922                 {
923                         if(autocvar_g_vehicle_bumblebee_energy)
924                         if(autocvar_g_vehicle_bumblebee_energy_regen)
925                                 self.vehicle_flags |= VHF_ENERGYREGEN;
926
927                         if(autocvar_g_vehicle_bumblebee_shield)
928                                 self.vehicle_flags |= VHF_HASSHIELD;
929
930                         if(autocvar_g_vehicle_bumblebee_shield_regen)
931                                 self.vehicle_flags |= VHF_SHIELDREGEN;
932
933                         if(autocvar_g_vehicle_bumblebee_health_regen)
934                                 self.vehicle_flags |= VHF_HEALTHREGEN;
935                                 
936                         self.vehicle_exit = bumblebee_exit;
937                         self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
938                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
939                         self.max_health = self.vehicle_health;
940                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
941                                 
942                         return TRUE;
943                 }
944                 case VR_PRECACHE:
945                 {
946                         precache_model("models/vehicles/bumblebee_body.dpm");
947                         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
948                         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
949                         precache_model("models/vehicles/bumblebee_ray.dpm");
950                         precache_model("models/vehicles/wakizashi_cockpit.dpm");
951                         precache_model("models/vehicles/spiderbot_cockpit.dpm");
952                         precache_model("models/vehicles/raptor_cockpit.dpm");
953                         return TRUE;
954                 }
955         }
956
957         return TRUE;
958 }
959
960 #endif // SVQC
961 #ifdef CSQC
962
963 void bumble_raygun_draw()
964 {
965         float _len;
966         vector _dir;
967         vector _vtmp1, _vtmp2;
968
969         _len = vlen(self.origin - self.move_origin);
970         _dir = normalize(self.move_origin - self.origin);
971         
972         if(self.total_damages < time)
973         {
974                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
975                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
976                 self.total_damages = time + 0.1;
977         }
978
979         float i, df, sz, al;
980         for(i = -0.1; i < 0.2; i += 0.1)
981         {
982                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
983                 sz = 5 + random() * 5;
984                 al = 0.25 + random() * 0.5;
985                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
986                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
987                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
988
989                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
990                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
991                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
992
993                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
994                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
995                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
996
997                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
998         }
999 }
1000
1001 void bumble_raygun_read(float bIsNew)
1002 {
1003         float sf = ReadByte();
1004
1005         if(sf & BRG_SETUP)
1006         {
1007                 self.cnt  = ReadByte();
1008                 self.team = ReadByte();
1009                 self.cnt  = ReadByte();
1010                 
1011                 if(self.cnt)
1012                         self.colormod = '1 0 0';
1013                 else
1014                         self.colormod = '0 1 0';
1015
1016                 self.traileffect = particleeffectnum("healray_muzzleflash");
1017                 self.lip = particleeffectnum("healray_impact");         
1018
1019                 self.draw = bumble_raygun_draw;
1020         }
1021         
1022         
1023         if(sf & BRG_START)
1024         {
1025                 self.origin_x = ReadCoord();
1026                 self.origin_y = ReadCoord();
1027                 self.origin_z = ReadCoord();
1028                 setorigin(self, self.origin);
1029         }
1030
1031         if(sf & BRG_END)
1032         {
1033                 self.move_origin_x = ReadCoord();
1034                 self.move_origin_y = ReadCoord();
1035                 self.move_origin_z = ReadCoord();
1036         }
1037 }
1038
1039 float v_bumblebee(float req)
1040 {
1041         switch(req)
1042         {
1043                 case VR_HUD:
1044                 {
1045                         if(autocvar_r_letterbox)
1046                                 return TRUE;
1047
1048                         vector picsize, hudloc = '0 0 0', pic2size, picloc;
1049
1050                         // Fetch health & ammo stats
1051                         HUD_GETVEHICLESTATS
1052
1053                         picsize = draw_getimagesize(hud_bg) * autocvar_cl_vehicles_hudscale;
1054                         hudloc_y = vid_conheight - picsize_y;
1055                         hudloc_x = vid_conwidth * 0.5 - picsize_x * 0.5;
1056
1057                         drawpic(hudloc, hud_bg, picsize, '1 1 1', autocvar_cl_vehicles_hudalpha, DRAWFLAG_NORMAL);
1058
1059                         shield  *= 0.01;
1060                         vh_health  *= 0.01;
1061                         energy  *= 0.01;
1062                         reload1 *= 0.01;
1063
1064                         pic2size = draw_getimagesize(bumb_ico) * (autocvar_cl_vehicles_hudscale * 0.8);
1065                         picloc = picsize * 0.5 - pic2size * 0.5;
1066
1067                         if(vh_health < 0.25)
1068                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 0 0' + '0 1 1' * sin(time * 8),  1, DRAWFLAG_NORMAL);
1069                         else
1070                                 drawpic(hudloc + picloc, bumb_ico, pic2size,  '1 1 1' * vh_health  + '1 0 0' * (1 - vh_health),  1, DRAWFLAG_NORMAL);
1071
1072                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1073                         drawpic(hudloc + picloc, bumb_lgun, pic2size, '1 1 1' * energy   + '1 0 0' * (1 - energy),   1, DRAWFLAG_NORMAL);
1074                         drawpic(hudloc + picloc, hud_sh, pic2size,  '1 1 1', shield, DRAWFLAG_NORMAL);
1075
1076                 // Health bar
1077                         picsize = draw_getimagesize(hud_hp_bar) * autocvar_cl_vehicles_hudscale;
1078                         picloc = '69 69 0' * autocvar_cl_vehicles_hudscale;
1079                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - vh_health)), 0, vid_conwidth, vid_conheight);
1080                         drawpic(hudloc + picloc, hud_hp_bar, picsize, '1 1 1', 1 , DRAWFLAG_NORMAL);
1081                         drawresetcliparea();
1082                 // ..  and icon
1083                         picsize = draw_getimagesize(hud_hp_ico) * autocvar_cl_vehicles_hudscale;
1084                         picloc = '37 65 0' * autocvar_cl_vehicles_hudscale;
1085                         if(vh_health < 0.25)
1086                         {
1087                                 if(alarm1time < time)
1088                                 {
1089                                         alarm1time = time + 2;
1090                                         vehicle_alarm(self, CH_PAIN_SINGLE, "vehicles/alarm.wav");
1091                                 }
1092
1093                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1094                         }
1095                         else
1096                         {
1097                                 drawpic(hudloc + picloc, hud_hp_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1098                                 if(alarm1time)
1099                                 {
1100                                         vehicle_alarm(self, CH_PAIN_SINGLE, "misc/null.wav");
1101                                         alarm1time = 0;
1102                                 }
1103                         }
1104
1105                 // Shield bar
1106                         picsize = draw_getimagesize(hud_sh_bar) * autocvar_cl_vehicles_hudscale;
1107                         picloc = '69 140 0' * autocvar_cl_vehicles_hudscale;
1108                         drawsetcliparea(hudloc_x + picloc_x + (picsize_x * (1 - shield)), 0, vid_conwidth, vid_conheight);
1109                         drawpic(hudloc + picloc, hud_sh_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1110                         drawresetcliparea();
1111                 // ..  and icon
1112                         picloc = '40 136 0' * autocvar_cl_vehicles_hudscale;
1113                         picsize = draw_getimagesize(hud_sh_ico) * autocvar_cl_vehicles_hudscale;
1114                         if(shield < 0.25)
1115                         {
1116                                 if(alarm2time < time)
1117                                 {
1118                                         alarm2time = time + 1;
1119                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "vehicles/alarm_shield.wav");
1120                                 }
1121                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1122                         }
1123                         else
1124                         {
1125                                 drawpic(hudloc + picloc, hud_sh_ico, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1126                                 if(alarm2time)
1127                                 {
1128                                         vehicle_alarm(self, CH_TRIGGER_SINGLE, "misc/null.wav");
1129                                         alarm2time = 0;
1130                                 }
1131                         }
1132
1133                         ammo1 *= 0.01;
1134                         ammo2 *= 0.01;
1135
1136                 // Gunner1 bar
1137                         picsize = draw_getimagesize(hud_ammo1_bar) * autocvar_cl_vehicles_hudscale;
1138                         picloc = '450 69 0' * autocvar_cl_vehicles_hudscale;
1139                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo1, vid_conheight);
1140                         drawpic(hudloc + picloc, hud_ammo1_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1141                         drawresetcliparea();
1142
1143                 // Right gunner slot occupied?
1144                         if(!AuxiliaryXhair[1].draw2d)
1145                         {
1146                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No right gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1147                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1148                                 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);
1149                         }
1150
1151                 // ..  and icon
1152                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1153                         picloc = '664 60 0' * autocvar_cl_vehicles_hudscale;
1154                         if(ammo1 < 0.2)
1155                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1156                         else
1157                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1158
1159                 // Gunner2 bar
1160                         picsize = draw_getimagesize(hud_ammo2_bar) * autocvar_cl_vehicles_hudscale;
1161                         picloc = '450 140 0' * autocvar_cl_vehicles_hudscale;
1162                         drawsetcliparea(hudloc_x + picloc_x, picloc_y, picsize_x * ammo2, vid_conheight);
1163                         drawpic(hudloc + picloc, hud_ammo2_bar, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1164                         drawresetcliparea();
1165                 // Left gunner slot occupied?
1166                         if(!AuxiliaryXhair[2].draw2d)
1167                         {
1168                                 shield = (picsize_x * 0.5) - (0.5 * stringwidth(_("No left gunner!"), FALSE, '1 0 0' * picsize_y + '0 1 0' * picsize_y));
1169                                 drawfill(hudloc + picloc - '0.2 0.2 0', picsize + '0.4 0.4 0', '0.25 0.25 0.25', 0.75, DRAWFLAG_NORMAL);
1170                                 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);
1171                         }
1172
1173                 // ..  and icon
1174                         picsize = 1.5 * draw_getimagesize(hud_energy) * autocvar_cl_vehicles_hudscale;
1175                         picloc = '664 130 0' * autocvar_cl_vehicles_hudscale;
1176                         if(ammo2 < 0.2)
1177                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 0 0' + '0 1 1' * sin(time * 8), 1, DRAWFLAG_NORMAL);
1178                         else
1179                                 drawpic(hudloc + picloc, hud_energy, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1180
1181                         if (scoreboard_showscores)
1182                                 HUD_DrawScoreboard();
1183                         else
1184                         {
1185                                 picsize = draw_getimagesize(waki_xhair);
1186                                 picsize_x *= 0.5;
1187                                 picsize_y *= 0.5;
1188                                 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);
1189                         }
1190                         return TRUE;
1191                 }
1192                 case VR_SETUP:
1193                 {
1194                         // Raygun-locked
1195                         AuxiliaryXhair[0].axh_image   = "gfx/vehicles/axh-bracket.tga";
1196                         AuxiliaryXhair[0].axh_scale   = 0.5;
1197
1198                         // Gunner1
1199                         AuxiliaryXhair[1].axh_image   = "gfx/vehicles/axh-target.tga";
1200                         AuxiliaryXhair[1].axh_scale   = 0.75;
1201
1202                         // Gunner2
1203                         AuxiliaryXhair[2].axh_image   = "gfx/vehicles/axh-target.tga";
1204                         AuxiliaryXhair[2].axh_scale   = 0.75;
1205                         return TRUE;
1206                 }
1207                 case VR_PRECACHE:
1208                 {
1209                         precache_model("models/vehicles/bumblebee_body.dpm");
1210                         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
1211                         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
1212                         precache_model("models/vehicles/bumblebee_ray.dpm");
1213                         precache_model("models/vehicles/wakizashi_cockpit.dpm");
1214                         precache_model("models/vehicles/spiderbot_cockpit.dpm");
1215                         precache_model("models/vehicles/raptor_cockpit.dpm");
1216                         return TRUE;
1217                 }
1218         }
1219
1220         return TRUE;
1221 }
1222
1223 #endif // CSQC
1224 #endif // REGISTER_VEHICLE