]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/vehicles/vehicle/bumblebee.qc
Merge branch 'Mario/cts_respawn_clear' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / bumblebee.qc
1 #include "bumblebee.qh"
2
3 #ifdef IMPLEMENTATION
4
5 const float BRG_SETUP = 2;
6 const float BRG_START = 4;
7 const float BRG_END = 8;
8
9 #ifdef SVQC
10 float autocvar_g_vehicle_bumblebee_respawntime = 60;
11
12 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
13 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
14 float autocvar_g_vehicle_bumblebee_speed_up = 350;
15 float autocvar_g_vehicle_bumblebee_speed_down = 350;
16 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
17 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
18 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
19 float autocvar_g_vehicle_bumblebee_friction = 0.5;
20 bool autocvar_g_vehicle_bumblebee_swim = false;
21
22 float autocvar_g_vehicle_bumblebee_energy = 500;
23 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
24 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
25
26 float autocvar_g_vehicle_bumblebee_health = 1000;
27 float autocvar_g_vehicle_bumblebee_health_regen = 65;
28 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
29
30 float autocvar_g_vehicle_bumblebee_shield = 400;
31 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
32 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
33
34 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
35 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
36 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
37
38 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
39
40 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
41 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
42 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
43 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
44 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
45
46
47 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
48 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
49 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
50 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
51
52 bool autocvar_g_vehicle_bumblebee_raygun = false;
53 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
54 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
55 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
56 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
57
58 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
59 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
60 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
61 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
62 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
63 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
64
65 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
66 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
67 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
68 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
69 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
70
71 bool autocvar_g_vehicle_bumblebee = true;
72
73 bool bumblebee_gunner_frame(entity this, float dt)
74 {
75         entity vehic = this.vehicle.owner;
76         entity gun = this.vehicle;
77         return = true;
78
79         // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
80         //vehicles_frame(gun, player);
81
82         vehic.solid = SOLID_NOT;
83         //setorigin(this, vehic.origin);
84         this.velocity = vehic.velocity;
85
86         float _in, _out;
87         vehic.angles_x *= -1;
88         makevectors(vehic.angles);
89         vehic.angles_x *= -1;
90         if(gun == vehic.gun1)
91         {
92                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
93                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
94                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
95         }
96         else
97         {
98                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
99                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
100                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
101         }
102         this.oldorigin = this.origin; // negate fall damage
103
104         crosshair_trace(this);
105         vector _ct = trace_endpos;
106         vector ad;
107
108         if(autocvar_g_vehicle_bumblebee_cannon_lock)
109         {
110                 if(gun.lock_time < time)
111                         gun.enemy = NULL;
112
113                 if(trace_ent)
114                         if(trace_ent.move_movetype)
115                                 if(trace_ent.takedamage)
116                                         if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
117                                         {
118                                                 if(DIFF_TEAM(trace_ent, this))
119                                                 {
120                                                         gun.enemy = trace_ent;
121                                                         gun.lock_time = time + 5;
122                                                 }
123                                         }
124         }
125
126         if(gun.enemy)
127         {
128                 float distance, impact_time;
129
130                 vector vf = real_origin(gun.enemy);
131                 vector _vel = gun.enemy.velocity;
132                 if(gun.enemy.move_movetype == MOVETYPE_WALK)
133                         _vel.z *= 0.1;
134
135
136                 ad = vf;
137                 distance = vlen(ad - this.origin);
138                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
139                 ad = vf + _vel * impact_time;
140                 trace_endpos = ad;
141
142
143                 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
144                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
145                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
146                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
147
148         }
149         else
150                 vehicle_aimturret(vehic, _ct, gun, "fire",
151                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
152                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
153
154         if(!forbidWeaponUse(this))
155         if(PHYS_INPUT_BUTTON_ATCK(this))
156                 if(time > gun.attack_finished_single[0])
157                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
158                         {
159                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
160                                 bumblebee_fire_cannon(vehic, gun, "fire", this);
161                                 gun.delay = time;
162                                 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
163                         }
164
165         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
166
167         if(vehic.vehicle_flags & VHF_HASSHIELD)
168                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
169
170         ad = gettaginfo(gun, gettagindex(gun, "fire"));
171         traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
172
173         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
174
175         if(vehic.owner)
176                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
177
178         vehic.solid = SOLID_BBOX;
179         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
180         this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
181 }
182
183 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
184 {
185         //vector exitspot;
186         float mysize;
187
188         tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
189         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
190                 return prefer_spot;
191
192         mysize = 1.5 * vlen(STAT(PL_MAX, player) - STAT(PL_MIN, player)); // can't use gunner's size, as they don't have a size
193         float i;
194         vector v, v2;
195         v2 = 0.5 * (gunner.absmin + gunner.absmax);
196         for(i = 0; i < 100; ++i)
197         {
198                 v = randomvec();
199                 v_z = 0;
200                 v = v2 + normalize(v) * mysize;
201                 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
202                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
203                         return v;
204         }
205
206         return prefer_spot; // this should be considered a fallback?!
207 }
208
209 void bumblebee_gunner_exit(entity this, int _exitflag)
210 {
211         entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
212         entity gunner = this;
213         entity vehic = gunner.owner;
214
215         if(IS_REAL_CLIENT(player))
216         {
217                 msg_entity = player;
218                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
219                 WriteEntity(MSG_ONE, player);
220
221                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
222                 WriteAngle(MSG_ONE, 0);
223                 WriteAngle(MSG_ONE, vehic.angles.y);
224                 WriteAngle(MSG_ONE, 0);
225         }
226
227         CSQCVehicleSetup(player, HUD_NORMAL);
228         setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
229
230         player.takedamage     = DAMAGE_AIM;
231         player.solid          = SOLID_SLIDEBOX;
232         set_movetype(player, MOVETYPE_WALK);
233         player.effects       &= ~EF_NODRAW;
234         player.alpha          = 1;
235         player.PlayerPhysplug = func_null;
236         player.view_ofs       = STAT(PL_VIEW_OFS, player);
237         player.event_damage   = PlayerDamage;
238         player.hud            = HUD_NORMAL;
239         player.teleportable       = TELEPORT_NORMAL;
240         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
241         {
242                 .entity weaponentity = weaponentities[slot];
243                 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
244                 delete(gunner.(weaponentity));
245         }
246         player.vehicle_enter_delay = time + 2;
247
248         fixedmakevectors(vehic.angles);
249
250         if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
251         if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
252
253         vector spot = real_origin(gunner);
254         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
255         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
256
257         // TODO: figure a way to move player out of the gunner
258
259         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
260         player.velocity_z += 10;
261
262         gunner.phase = time + 5;
263         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
264
265         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
266
267         player.vehicle = NULL;
268 }
269
270 bool bumblebee_gunner_enter(entity this, entity player)
271 {
272         entity vehic = this;
273         entity gunner = NULL;
274
275         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
276         {
277                 // we can have some fun
278                 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
279                 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
280                 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
281                 {
282                         gunner = vehic.gun1;
283                         vehic.gunner1 = player;
284                 }
285                 else
286                 {
287                         gunner = vehic.gun2;
288                         vehic.gunner2 = player;
289                 }
290         }
291         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
292         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
293         else { LOG_TRACE("Vehicle is full, fail"); return false; }
294
295         player.vehicle                  = gunner;
296         player.angles                   = vehic.angles;
297         player.takedamage               = DAMAGE_NO;
298         player.solid                    = SOLID_NOT;
299         player.alpha                    = -1;
300         set_movetype(player, MOVETYPE_NOCLIP);
301         player.event_damage     = func_null;
302         player.view_ofs                 = '0 0 0';
303         player.hud                              = gunner.hud;
304         player.teleportable     = false;
305         player.PlayerPhysplug   = gunner.PlayerPhysplug;
306         player.vehicle_ammo1    = vehic.vehicle_ammo1;
307         player.vehicle_ammo2    = vehic.vehicle_ammo2;
308         player.vehicle_reload1  = vehic.vehicle_reload1;
309         player.vehicle_reload2  = vehic.vehicle_reload2;
310         player.vehicle_energy   = vehic.vehicle_energy;
311         UNSET_ONGROUND(player);
312
313         RemoveGrapplingHooks(player);
314
315         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
316         {
317                 .entity weaponentity = weaponentities[slot];
318
319                 gunner.(weaponentity) = new(temp_wepent);
320                 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
321         }
322         gunner.vehicle_exit = bumblebee_gunner_exit;
323         gunner.vehicle_hudmodel.viewmodelforclient = player;
324
325         if(IS_REAL_CLIENT(player))
326         {
327                 msg_entity = player;
328                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
329                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
330
331                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
332                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
333                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
334                 WriteAngle(MSG_ONE,     0); // roll
335         }
336
337         CSQCVehicleSetup(player, player.hud);
338
339         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
340
341         return true;
342 }
343
344 bool vehicles_valid_pilot(entity this, entity toucher)
345 {
346         if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
347                 return false;
348
349         if((!IS_PLAYER(toucher))
350         || (IS_DEAD(toucher))
351         || (toucher.vehicle)
352         || (DIFF_TEAM(toucher, this))
353         ) { return false; }
354
355         return true;
356 }
357
358 void bumblebee_touch(entity this, entity toucher)
359 {
360         if(autocvar_g_vehicles_enter) { return; }
361
362         if(this.gunner1 != NULL && this.gunner2 != NULL)
363         {
364                 vehicles_touch(this, toucher);
365                 return;
366         }
367
368         if(vehicles_valid_pilot(this, toucher))
369         {
370                 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
371
372                 if(time >= toucher.vehicle_enter_delay && phase_time)
373                 if(bumblebee_gunner_enter(this, toucher))
374                         return;
375         }
376
377         vehicles_touch(this, toucher);
378 }
379
380 void bumblebee_regen(entity this, float dt)
381 {
382         if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
383                 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
384                                                                            this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
385
386         if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
387                 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
388                                                                            this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
389
390         if(this.vehicle_flags  & VHF_SHIELDREGEN)
391                 vehicles_regen(this, this.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, dt, true);
392
393         if(this.vehicle_flags  & VHF_HEALTHREGEN)
394                 vehicles_regen(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, dt, false);
395
396         if(this.vehicle_flags  & VHF_ENERGYREGEN)
397                 vehicles_regen(this, this.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, dt, false);
398
399 }
400
401 bool bumblebee_pilot_frame(entity this, float dt)
402 {
403         entity vehic = this.vehicle;
404         return = true;
405
406         if(game_stopped)
407         {
408                 vehic.solid = SOLID_NOT;
409                 vehic.takedamage = DAMAGE_NO;
410                 set_movetype(vehic, MOVETYPE_NONE);
411                 return;
412         }
413
414         vehicles_frame(vehic, this);
415
416         if(IS_DEAD(vehic))
417         {
418                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
419                 return;
420         }
421
422         bumblebee_regen(vehic, dt);
423
424         crosshair_trace(this);
425
426         vector vang = vehic.angles;
427         vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
428         vang.x *= -1;
429         newvel.x *= -1;
430         if(newvel.x > 180)  newvel.x -= 360;
431         if(newvel.x < -180) newvel.x += 360;
432         if(newvel.y > 180)  newvel.y -= 360;
433         if(newvel.y < -180) newvel.y += 360;
434
435         float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
436         if(ftmp > 180)  ftmp -= 360;
437         if(ftmp < -180) ftmp += 360;
438         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
439
440         // Pitch
441         ftmp = 0;
442         if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
443                 ftmp = 4;
444         else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
445                 ftmp = -8;
446
447         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
448         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
449         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
450
451         vehic.angles_x = anglemods(vehic.angles.x);
452         vehic.angles_y = anglemods(vehic.angles.y);
453         vehic.angles_z = anglemods(vehic.angles.z);
454
455         makevectors('0 1 0' * vehic.angles.y);
456         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
457
458         if(this.movement.x != 0)
459         {
460                 if(this.movement.x > 0)
461                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
462                 else if(this.movement.x < 0)
463                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
464         }
465
466         if(this.movement.y != 0)
467         {
468                 if(this.movement.y < 0)
469                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
470                 else if(this.movement.y > 0)
471                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
472                 ftmp = newvel * v_right;
473                 ftmp *= dt * 0.1;
474                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
475         }
476         else
477         {
478                 vehic.angles_z *= 0.95;
479                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
480                         vehic.angles_z = 0;
481         }
482
483         if(PHYS_INPUT_BUTTON_CROUCH(this))
484                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
485         else if(PHYS_INPUT_BUTTON_JUMP(this))
486                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
487
488         vehic.velocity  += newvel * dt;
489         this.velocity = this.movement  = vehic.velocity;
490
491
492         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
493         {
494                 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
495                         vehic.tur_head.enemy = NULL;
496
497                 if(trace_ent)
498                 if(trace_ent.move_movetype)
499                 if(trace_ent.takedamage)
500                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
501                 {
502                         if(teamplay)
503                         {
504                                 if(trace_ent.team == this.team)
505                                 {
506                                         vehic.tur_head.enemy = trace_ent;
507                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
508                                 }
509                         }
510                         else
511                         {
512                                 vehic.tur_head.enemy = trace_ent;
513                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
514                         }
515                 }
516
517                 if(vehic.tur_head.enemy)
518                 {
519                         trace_endpos = real_origin(vehic.tur_head.enemy);
520                         UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
521                 }
522         }
523
524         vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
525                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
526                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
527
528         if(!forbidWeaponUse(this))
529         if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME || autocvar_g_vehicle_bumblebee_raygun == 0))
530         {
531                 vehic.gun3.enemy.realowner = this;
532                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
533
534                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
535                 vehic.gun3.enemy.SendFlags |= BRG_START;
536
537                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
538
539                 if(trace_ent)
540                 {
541                         if(autocvar_g_vehicle_bumblebee_raygun)
542                         {
543                                 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
544                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
545                         }
546                         else
547                         {
548                                 if(!IS_DEAD(trace_ent))
549                                         if((teamplay && trace_ent.team == this.team) || !teamplay)
550                                         {
551
552                                                 if(IS_VEHICLE(trace_ent))
553                                                 {
554                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
555                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
556
557                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
558                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
559                                                 }
560                                                 else if(IS_CLIENT(trace_ent))
561                                                 {
562                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
563                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
564
565                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
566                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
567
568                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
569                                                 }
570                                                 else if(IS_TURRET(trace_ent))
571                                                 {
572                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
573                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
574                                                         //else ..hmmm what? ammo?
575
576                                                         trace_ent.SendFlags |= TNSF_STATUS;
577                                                 }
578                                         }
579                         }
580                 }
581
582                 vehic.gun3.enemy.hook_end = trace_endpos;
583                 setorigin(vehic.gun3.enemy, trace_endpos);
584                 vehic.gun3.enemy.SendFlags |= BRG_END;
585
586                 vehic.wait = time + 1;
587         }
588         else
589                 vehic.gun3.enemy.effects |= EF_NODRAW;
590         /*{
591                 if(vehic.gun3.enemy)
592                         remove(vehic.gun3.enemy);
593
594                 vehic.gun3.enemy = NULL;
595         }
596         */
597
598         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
599         VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
600
601         this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
602         this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
603
604         if(vehic.vehicle_flags & VHF_HASSHIELD)
605                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
606
607         vehic.angles_x *= -1;
608         makevectors(vehic.angles);
609         vehic.angles_x *= -1;
610         setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
611         this.oldorigin = this.origin; // negate fall damage
612
613         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
614 }
615
616 void bumblebee_land(entity this)
617 {
618         float hgt;
619
620         hgt = vehicle_altitude(this, 512);
621         this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
622         this.angles_x *= 0.95;
623         this.angles_z *= 0.95;
624
625         if(hgt < 16)
626                 setthink(this, vehicles_think);
627
628         this.nextthink = time;
629
630         CSQCMODEL_AUTOUPDATE(this);
631 }
632
633 void bumblebee_exit(entity this, int eject)
634 {
635         if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
636         {
637                 bumblebee_gunner_exit(this, eject);
638                 return;
639         }
640
641         settouch(this, vehicles_touch);
642
643         if(!IS_DEAD(this))
644         {
645                 setthink(this, bumblebee_land);
646                 this.nextthink  = time;
647         }
648
649         set_movetype(this, MOVETYPE_TOSS);
650
651         if(!this.owner)
652                 return;
653
654         fixedmakevectors(this.angles);
655         vector spot;
656         if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
657                 spot = this.origin + v_up * 128 + v_forward * 300;
658         else
659                 spot = this.origin + v_up * 128 - v_forward * 300;
660
661         spot = vehicles_findgoodexit(this, this.owner, spot);
662
663         // Hide beam
664         if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
665                 this.gun3.enemy.effects |= EF_NODRAW;
666
667         this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
668         this.owner.velocity_z += 10;
669         setorigin(this.owner, spot);
670
671         antilag_clear(this.owner, CS(this.owner));
672         this.owner = NULL;
673 }
674
675 void bumblebee_blowup(entity this)
676 {
677         RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
678                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
679                                  autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
680                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
681                                  DEATH_VH_BUMB_DEATH.m_id, NULL);
682
683         sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
684         Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
685
686         if(this.owner.deadflag == DEAD_DYING)
687                 this.owner.deadflag = DEAD_DEAD;
688
689         delete(this);
690 }
691
692 void bumblebee_dead_touch(entity this, entity toucher)
693 {
694         bumblebee_blowup(this);
695 }
696
697 void bumblebee_diethink(entity this)
698 {
699         if(time >= this.wait)
700                 setthink(this, bumblebee_blowup);
701
702         if(random() < 0.1)
703         {
704                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
705                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
706         }
707
708         this.nextthink = time + 0.1;
709 }
710
711 spawnfunc(vehicle_bumblebee)
712 {
713         if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
714         if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
715 }
716
717 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
718 {
719     if(autocvar_g_vehicle_bumblebee_bouncepain)
720         vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
721 }
722 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
723 {
724     settouch(instance, bumblebee_touch);
725     instance.nextthink = 0;
726     set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
727 }
728 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
729 {
730         if(!instance.gunner1)
731         if(time >= instance.gun1.phase)
732         if(instance.gun1.vehicle_enter)
733         if(instance.gun1.vehicle_enter(instance, actor))
734                 return;
735
736         if(!instance.gunner2)
737         if(time >= instance.gun2.phase)
738         if(instance.gun2.vehicle_enter)
739         if(instance.gun2.vehicle_enter(instance, actor))
740                 return;
741 }
742 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
743 {
744     instance.angles_z *= 0.8;
745     instance.angles_x *= 0.8;
746
747     instance.nextthink = time;
748
749     if(!instance.owner)
750     {
751         if(instance.gunner1)
752         {
753                 entity e = instance.gunner1;
754                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
755                 instance.phase = 0;
756                 gettouch(instance)(instance, e);
757                 return;
758         }
759
760         if(instance.gunner2)
761         {
762                 entity e = instance.gunner2;
763                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
764                 instance.phase = 0;
765                 gettouch(instance)(instance, e);
766             return;
767         }
768     }
769 }
770 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
771 {
772         CSQCModel_UnlinkEntity(instance);
773
774         // hide beam
775         if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
776                 instance.gun3.enemy.effects |= EF_NODRAW;
777
778         if(instance.gunner1)
779                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
780
781         if(instance.gunner2)
782                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
783
784         instance.vehicle_exit(instance, VHEF_EJECT);
785
786     fixedmakevectors(instance.angles);
787     vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
788     vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
789     vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
790
791     entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
792
793     if(random() > 0.5)
794         settouch(_body, bumblebee_dead_touch);
795     else
796         settouch(_body, func_null);
797
798     setthink(_body, bumblebee_diethink);
799     _body.nextthink = time;
800     _body.wait = time + 2 + (random() * 8);
801     _body.owner = instance;
802     _body.enemy = instance.enemy;
803     _body.scale = 1.5;
804     _body.angles = instance.angles;
805
806     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
807
808     instance.health                     = 0;
809     instance.event_damage       = func_null;
810     instance.solid                      = SOLID_NOT;
811     instance.takedamage         = DAMAGE_NO;
812     instance.deadflag           = DEAD_DYING;
813     set_movetype(instance, MOVETYPE_NONE);
814     instance.effects            = EF_NODRAW;
815     instance.colormod           = '0 0 0';
816     instance.avelocity          = '0 0 0';
817     instance.velocity           = '0 0 0';
818     settouch(instance, func_null);
819     instance.nextthink          = 0;
820
821     setorigin(instance, instance.pos1);
822 }
823 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
824 {
825     if(!instance.gun1)
826     {
827         // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
828         instance.vehicle_shieldent = spawn();
829         instance.vehicle_shieldent.effects = EF_LOWPRECISION;
830         setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
831         setattachment(instance.vehicle_shieldent, instance, "");
832         setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
833         instance.vehicle_shieldent.scale       = 512 / vlen(instance.maxs - instance.mins);
834         setthink(instance.vehicle_shieldent, shieldhit_think);
835         instance.vehicle_shieldent.alpha = -1;
836         instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
837
838         instance.gun1 = new(vehicle_playerslot);
839         instance.gun2 = new(vehicle_playerslot);
840         instance.gun3 = new(bumblebee_raygun);
841
842         instance.vehicle_flags |= VHF_MULTISLOT;
843
844         instance.gun1.owner = instance;
845         instance.gun2.owner = instance;
846         instance.gun3.owner = instance;
847
848         setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
849         setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
850         setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
851
852         setattachment(instance.gun1, instance, "cannon_right");
853         setattachment(instance.gun2, instance, "cannon_left");
854
855         // Angled bones are no fun, messes up gun-aim; so work arround it.
856         instance.gun3.pos1 = instance.angles;
857         instance.angles = '0 0 0';
858         vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
859         ofs -= instance.origin;
860         setattachment(instance.gun3, instance, "");
861         setorigin(instance.gun3, ofs);
862         instance.angles = instance.gun3.pos1;
863
864         vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
865         vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
866
867         setorigin(instance.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
868         setorigin(instance.vehicle_viewport, '5 0 2');    // Move camera forward up
869
870         //fixme-model-bones
871         setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
872         setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
873         //fixme-model-bones
874         setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
875         setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
876
877         instance.scale = 1.5;
878
879         // Raygun beam
880         if(instance.gun3.enemy == NULL)
881         {
882             instance.gun3.enemy = spawn();
883             Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
884             instance.gun3.enemy.SendFlags = BRG_SETUP;
885             instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
886             instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
887         }
888     }
889
890     if(!autocvar_g_vehicle_bumblebee_swim)
891         instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
892
893     instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
894     instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
895     instance.solid = SOLID_BBOX;
896     set_movetype(instance, MOVETYPE_TOSS);
897     instance.damageforcescale = 0.025;
898
899     instance.PlayerPhysplug = bumblebee_pilot_frame;
900
901     setorigin(instance, instance.origin + '0 0 25');
902 }
903 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
904 {
905     if(autocvar_g_vehicle_bumblebee_energy)
906     if(autocvar_g_vehicle_bumblebee_energy_regen)
907         instance.vehicle_flags |= VHF_ENERGYREGEN;
908
909     if(autocvar_g_vehicle_bumblebee_shield)
910         instance.vehicle_flags |= VHF_HASSHIELD;
911
912     if(autocvar_g_vehicle_bumblebee_shield_regen)
913         instance.vehicle_flags |= VHF_SHIELDREGEN;
914
915     if(autocvar_g_vehicle_bumblebee_health_regen)
916         instance.vehicle_flags |= VHF_HEALTHREGEN;
917
918     instance.vehicle_exit = bumblebee_exit;
919     instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
920     instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
921     instance.max_health = instance.vehicle_health;
922     instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
923 }
924
925 #endif // SVQC
926 #ifdef CSQC
927
928 void CSQC_BUMBLE_GUN_HUD()
929 {
930         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
931                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
932                                          string_null, '0 0 0');
933 }
934
935 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
936 {
937     Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
938                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
939                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
940
941     float hudAlpha = autocvar_hud_panel_fg_alpha;
942     float blinkValue = 0.55 + sin(time * 7) * 0.45;
943     vector tmpPos  = '0 0 0';
944     vector tmpSize = '1 1 1' * hud_fontsize;
945     tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
946
947     if(!AuxiliaryXhair[1].draw2d)
948     {
949         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
950         drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
951     }
952
953     if(!AuxiliaryXhair[2].draw2d)
954     {
955         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
956         drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
957     }
958 }
959 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
960 {
961     Vehicles_drawCrosshair(vCROSS_HEAL);
962 }
963 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
964 {
965     AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
966     AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
967     AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
968 }
969
970 #endif
971 #endif