]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/vehicles/vehicle/bumblebee.qc
Merge branch 'master' into Mario/qc_physics_cleanup_v2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / bumblebee.qc
1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
4
5 #include "bumblebee_weapons.qh"
6
7 CLASS(Bumblebee, Vehicle)
8 /* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE);
9 /* mins       */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130');
10 /* maxs       */ ATTRIB(Bumblebee, maxs, vector, '230 130 130');
11 /* view offset*/ ATTRIB(Bumblebee, view_ofs, vector, '0 0 300');
12 /* view dist  */ ATTRIB(Bumblebee, height, float, 450);
13 /* model          */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
14 /* model          */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
15 /* head_model */ ATTRIB(Bumblebee, head_model, string, "");
16 /* hud_model  */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
17 /* tags       */ ATTRIB(Bumblebee, tag_head, string, "");
18 /* tags       */ ATTRIB(Bumblebee, tag_hud, string, "");
19 /* tags       */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport");
20 /* netname    */ ATTRIB(Bumblebee, netname, string, "bumblebee");
21 /* fullname   */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee"));
22 /* icon       */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble");
23 ENDCLASS(Bumblebee)
24 REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
25
26 #ifndef MENUQC
27         MODEL(VEH_BUMBLEBEE_GUNCOCKPIT, "models/vehicles/wakizashi_cockpit.dpm");
28 #endif
29
30 #endif
31
32 #ifdef IMPLEMENTATION
33
34 const float BRG_SETUP = 2;
35 const float BRG_START = 4;
36 const float BRG_END = 8;
37
38 #ifdef SVQC
39 float autocvar_g_vehicle_bumblebee_respawntime = 60;
40
41 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
42 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
43 float autocvar_g_vehicle_bumblebee_speed_up = 350;
44 float autocvar_g_vehicle_bumblebee_speed_down = 350;
45 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
46 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
47 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
48 float autocvar_g_vehicle_bumblebee_friction = 0.5;
49
50 float autocvar_g_vehicle_bumblebee_energy = 500;
51 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
52 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
53
54 float autocvar_g_vehicle_bumblebee_health = 1000;
55 float autocvar_g_vehicle_bumblebee_health_regen = 65;
56 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
57
58 float autocvar_g_vehicle_bumblebee_shield = 400;
59 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
60 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
61
62 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
63 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
64 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
65
66 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
67
68 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
69 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
70 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
71 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
72 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
73
74
75 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
76 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
77 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
78 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
79
80 bool autocvar_g_vehicle_bumblebee_raygun = false;
81 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
82 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
83 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
84 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
85
86 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
87 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
88 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
89 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
90 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
91 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
92
93 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
94 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
95 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
96 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
97 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
98
99 bool autocvar_g_vehicle_bumblebee = true;
100
101 bool bumblebee_gunner_frame(entity this)
102 {
103         entity vehic = this.vehicle.owner;
104         entity gun = this.vehicle;
105         return = true;
106
107         // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
108         //vehicles_frame(gun, player);
109
110         vehic.solid = SOLID_NOT;
111         //setorigin(this, vehic.origin);
112         this.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(this, 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(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
129         }
130
131         crosshair_trace(this);
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 = NULL;
139
140                 if(trace_ent)
141                         if(trace_ent.move_movetype)
142                                 if(trace_ent.takedamage)
143                                         if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
144                                         {
145                                                 if(DIFF_TEAM(trace_ent, this))
146                                                 {
147                                                         gun.enemy = trace_ent;
148                                                         gun.lock_time = time + 5;
149                                                 }
150                                         }
151         }
152
153         if(gun.enemy)
154         {
155                 float distance, impact_time;
156
157                 vector vf = real_origin(gun.enemy);
158                 vector _vel = gun.enemy.velocity;
159                 if(gun.enemy.move_movetype == MOVETYPE_WALK)
160                         _vel.z *= 0.1;
161
162
163                 ad = vf;
164                 distance = vlen(ad - this.origin);
165                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
166                 ad = vf + _vel * impact_time;
167                 trace_endpos = ad;
168
169
170                 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
171                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
172                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
173                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
174
175         }
176         else
177                 vehicle_aimturret(vehic, _ct, gun, "fire",
178                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
179                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
180
181         if(!forbidWeaponUse(this))
182         if(PHYS_INPUT_BUTTON_ATCK(this))
183                 if(time > gun.attack_finished_single[0])
184                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
185                         {
186                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
187                                 bumblebee_fire_cannon(vehic, gun, "fire", this);
188                                 gun.delay = time;
189                                 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
190                         }
191
192         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
193
194         if(vehic.vehicle_flags & VHF_HASSHIELD)
195                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
196
197         ad = gettaginfo(gun, gettagindex(gun, "fire"));
198         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
199
200         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
201
202         if(vehic.owner)
203                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
204
205         vehic.solid = SOLID_BBOX;
206         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
207         this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
208 }
209
210 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
211 {
212         //vector exitspot;
213         float mysize;
214
215         tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
216         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
217                 return prefer_spot;
218
219         mysize = 1.5 * vlen(STAT(PL_MAX, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size
220         float i;
221         vector v, v2;
222         v2 = 0.5 * (gunner.absmin + gunner.absmax);
223         for(i = 0; i < 100; ++i)
224         {
225                 v = randomvec();
226                 v_z = 0;
227                 v = v2 + normalize(v) * mysize;
228                 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
229                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
230                         return v;
231         }
232
233         return prefer_spot; // this should be considered a fallback?!
234 }
235
236 void bumblebee_gunner_exit(entity this, int _exitflag)
237 {
238         entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
239         entity gunner = this;
240         entity vehic = gunner.owner;
241
242         if(IS_REAL_CLIENT(player))
243         {
244                 msg_entity = player;
245                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
246                 WriteEntity(MSG_ONE, player);
247
248                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
249                 WriteAngle(MSG_ONE, 0);
250                 WriteAngle(MSG_ONE, vehic.angles.y);
251                 WriteAngle(MSG_ONE, 0);
252         }
253
254         CSQCVehicleSetup(player, HUD_NORMAL);
255         setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
256
257         player.takedamage     = DAMAGE_AIM;
258         player.solid          = SOLID_SLIDEBOX;
259         set_movetype(player, MOVETYPE_WALK);
260         player.effects       &= ~EF_NODRAW;
261         player.alpha          = 1;
262         player.PlayerPhysplug = func_null;
263         player.view_ofs       = STAT(PL_VIEW_OFS, NULL);
264         player.event_damage   = PlayerDamage;
265         player.hud            = HUD_NORMAL;
266         player.teleportable       = TELEPORT_NORMAL;
267         PS(player).m_switchweapon = gunner.m_switchweapon;
268         player.vehicle_enter_delay = time + 2;
269
270         fixedmakevectors(vehic.angles);
271
272         if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
273         if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
274
275         vector spot = real_origin(gunner);
276         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
277         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
278
279         // TODO: figure a way to move player out of the gunner
280
281         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
282         player.velocity_z += 10;
283
284         gunner.phase = time + 5;
285         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
286
287         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
288
289         player.vehicle = NULL;
290 }
291
292 bool bumblebee_gunner_enter(entity this, entity player)
293 {
294         entity vehic = this;
295         entity gunner = NULL;
296
297         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
298         {
299                 // we can have some fun
300                 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
301                 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
302                 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
303                 {
304                         gunner = vehic.gun1;
305                         vehic.gunner1 = player;
306                 }
307                 else
308                 {
309                         gunner = vehic.gun2;
310                         vehic.gunner2 = player;
311                 }
312         }
313         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
314         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
315         else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
316
317         player.vehicle                  = gunner;
318         player.angles                   = vehic.angles;
319         player.takedamage               = DAMAGE_NO;
320         player.solid                    = SOLID_NOT;
321         player.alpha                    = -1;
322         set_movetype(player, MOVETYPE_NOCLIP);
323         player.event_damage     = func_null;
324         player.view_ofs                 = '0 0 0';
325         player.hud                              = gunner.hud;
326         player.teleportable     = false;
327         player.PlayerPhysplug   = gunner.PlayerPhysplug;
328         player.vehicle_ammo1    = vehic.vehicle_ammo1;
329         player.vehicle_ammo2    = vehic.vehicle_ammo2;
330         player.vehicle_reload1  = vehic.vehicle_reload1;
331         player.vehicle_reload2  = vehic.vehicle_reload2;
332         player.vehicle_energy   = vehic.vehicle_energy;
333         UNSET_ONGROUND(player);
334
335         RemoveGrapplingHook(player);
336
337         gunner.m_switchweapon = PS(player).m_switchweapon;
338         gunner.vehicle_exit = bumblebee_gunner_exit;
339         gunner.vehicle_hudmodel.viewmodelforclient = player;
340
341         if(IS_REAL_CLIENT(player))
342         {
343                 msg_entity = player;
344                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
345                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
346
347                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
348                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
349                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
350                 WriteAngle(MSG_ONE,     0); // roll
351         }
352
353         CSQCVehicleSetup(player, player.hud);
354
355         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
356
357         return true;
358 }
359
360 bool vehicles_valid_pilot(entity this, entity toucher)
361 {
362         if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
363                 return false;
364
365         if((!IS_PLAYER(toucher))
366         || (IS_DEAD(toucher))
367         || (toucher.vehicle)
368         || (DIFF_TEAM(toucher, this))
369         ) { return false; }
370
371         return true;
372 }
373
374 void bumblebee_touch(entity this, entity toucher)
375 {
376         if(autocvar_g_vehicles_enter) { return; }
377
378         if(this.gunner1 != NULL && this.gunner2 != NULL)
379         {
380                 vehicles_touch(this, toucher);
381                 return;
382         }
383
384         if(vehicles_valid_pilot(this, toucher))
385         {
386                 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
387
388                 if(time >= toucher.vehicle_enter_delay && phase_time)
389                 if(bumblebee_gunner_enter(this, toucher))
390                         return;
391         }
392
393         vehicles_touch(this, toucher);
394 }
395
396 void bumblebee_regen(entity this)
397 {
398         if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
399                 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
400                                                                            this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
401
402         if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
403                 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
404                                                                            this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
405
406         if(this.vehicle_flags  & VHF_SHIELDREGEN)
407                 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, frametime, true);
408
409         if(this.vehicle_flags  & VHF_HEALTHREGEN)
410                 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, frametime, false);
411
412         if(this.vehicle_flags  & VHF_ENERGYREGEN)
413                 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, frametime, false);
414
415 }
416
417 bool bumblebee_pilot_frame(entity this)
418 {
419         entity vehic = this.vehicle;
420         return = true;
421
422         if(intermission_running)
423         {
424                 vehic.velocity = '0 0 0';
425                 vehic.avelocity = '0 0 0';
426                 return;
427         }
428
429         vehicles_frame(vehic, this);
430
431         if(IS_DEAD(vehic))
432         {
433                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
434                 return;
435         }
436
437         bumblebee_regen(vehic);
438
439         crosshair_trace(this);
440
441         vector vang = vehic.angles;
442         vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
443         vang.x *= -1;
444         newvel.x *= -1;
445         if(newvel.x > 180)  newvel.x -= 360;
446         if(newvel.x < -180) newvel.x += 360;
447         if(newvel.y > 180)  newvel.y -= 360;
448         if(newvel.y < -180) newvel.y += 360;
449
450         float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
451         if(ftmp > 180)  ftmp -= 360;
452         if(ftmp < -180) ftmp += 360;
453         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
454
455         // Pitch
456         ftmp = 0;
457         if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
458                 ftmp = 4;
459         else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
460                 ftmp = -8;
461
462         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
463         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
464         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
465
466         vehic.angles_x = anglemods(vehic.angles.x);
467         vehic.angles_y = anglemods(vehic.angles.y);
468         vehic.angles_z = anglemods(vehic.angles.z);
469
470         makevectors('0 1 0' * vehic.angles.y);
471         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
472
473         if(this.movement.x != 0)
474         {
475                 if(this.movement.x > 0)
476                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
477                 else if(this.movement.x < 0)
478                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
479         }
480
481         if(this.movement.y != 0)
482         {
483                 if(this.movement.y < 0)
484                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
485                 else if(this.movement.y > 0)
486                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
487                 ftmp = newvel * v_right;
488                 ftmp *= frametime * 0.1;
489                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
490         }
491         else
492         {
493                 vehic.angles_z *= 0.95;
494                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
495                         vehic.angles_z = 0;
496         }
497
498         if(PHYS_INPUT_BUTTON_CROUCH(this))
499                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
500         else if(PHYS_INPUT_BUTTON_JUMP(this))
501                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
502
503         vehic.velocity  += newvel * frametime;
504         this.velocity = this.movement  = vehic.velocity;
505
506
507         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
508         {
509                 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
510                         vehic.tur_head.enemy = NULL;
511
512                 if(trace_ent)
513                 if(trace_ent.move_movetype)
514                 if(trace_ent.takedamage)
515                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
516                 {
517                         if(teamplay)
518                         {
519                                 if(trace_ent.team == this.team)
520                                 {
521                                         vehic.tur_head.enemy = trace_ent;
522                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
523                                 }
524                         }
525                         else
526                         {
527                                 vehic.tur_head.enemy = trace_ent;
528                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
529                         }
530                 }
531
532                 if(vehic.tur_head.enemy)
533                 {
534                         trace_endpos = real_origin(vehic.tur_head.enemy);
535                         UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
536                 }
537         }
538
539         vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
540                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
541                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
542
543         if(!forbidWeaponUse(this))
544         if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
545         {
546                 vehic.gun3.enemy.realowner = this;
547                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
548
549                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
550                 vehic.gun3.enemy.SendFlags |= BRG_START;
551
552                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
553
554                 if(trace_ent)
555                 {
556                         if(autocvar_g_vehicle_bumblebee_raygun)
557                         {
558                                 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
559                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
560                         }
561                         else
562                         {
563                                 if(!IS_DEAD(trace_ent))
564                                         if((teamplay && trace_ent.team == this.team) || !teamplay)
565                                         {
566
567                                                 if(IS_VEHICLE(trace_ent))
568                                                 {
569                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
570                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
571
572                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
573                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
574                                                 }
575                                                 else if(IS_CLIENT(trace_ent))
576                                                 {
577                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
578                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
579
580                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
581                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
582
583                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
584                                                 }
585                                                 else if(IS_TURRET(trace_ent))
586                                                 {
587                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
588                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
589                                                         //else ..hmmm what? ammo?
590
591                                                         trace_ent.SendFlags |= TNSF_STATUS;
592                                                 }
593                                         }
594                         }
595                 }
596
597                 vehic.gun3.enemy.hook_end = trace_endpos;
598                 setorigin(vehic.gun3.enemy, trace_endpos);
599                 vehic.gun3.enemy.SendFlags |= BRG_END;
600
601                 vehic.wait = time + 1;
602         }
603         else
604                 vehic.gun3.enemy.effects |= EF_NODRAW;
605         /*{
606                 if(vehic.gun3.enemy)
607                         remove(vehic.gun3.enemy);
608
609                 vehic.gun3.enemy = NULL;
610         }
611         */
612
613         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
614         VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
615
616         this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
617         this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
618
619         if(vehic.vehicle_flags & VHF_HASSHIELD)
620                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
621
622         vehic.angles_x *= -1;
623         makevectors(vehic.angles);
624         vehic.angles_x *= -1;
625         setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
626
627         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
628 }
629
630 void bumblebee_land(entity this)
631 {
632         float hgt;
633
634         hgt = vehicle_altitude(this, 512);
635         this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
636         this.angles_x *= 0.95;
637         this.angles_z *= 0.95;
638
639         if(hgt < 16)
640                 setthink(this, vehicles_think);
641
642         this.nextthink = time;
643
644         CSQCMODEL_AUTOUPDATE(this);
645 }
646
647 void bumblebee_exit(entity this, int eject)
648 {
649         if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
650         {
651                 bumblebee_gunner_exit(this, eject);
652                 return;
653         }
654
655         settouch(this, vehicles_touch);
656
657         if(!IS_DEAD(this))
658         {
659                 setthink(this, bumblebee_land);
660                 this.nextthink  = time;
661         }
662
663         set_movetype(this, MOVETYPE_TOSS);
664
665         if(!this.owner)
666                 return;
667
668         fixedmakevectors(this.angles);
669         vector spot;
670         if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
671                 spot = this.origin + v_up * 128 + v_forward * 300;
672         else
673                 spot = this.origin + v_up * 128 - v_forward * 300;
674
675         spot = vehicles_findgoodexit(this, spot);
676
677         // Hide beam
678         if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
679                 this.gun3.enemy.effects |= EF_NODRAW;
680
681         this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
682         this.owner.velocity_z += 10;
683         setorigin(this.owner, spot);
684
685         antilag_clear(this.owner, CS(this.owner));
686         this.owner = NULL;
687 }
688
689 void bumblebee_blowup(entity this)
690 {
691         RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
692                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
693                                  autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
694                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
695                                  DEATH_VH_BUMB_DEATH.m_id, NULL);
696
697         sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
698         Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
699
700         if(this.owner.deadflag == DEAD_DYING)
701                 this.owner.deadflag = DEAD_DEAD;
702
703         remove(this);
704 }
705
706 void bumblebee_dead_touch(entity this, entity toucher)
707 {
708         bumblebee_blowup(this);
709 }
710
711 void bumblebee_diethink(entity this)
712 {
713         if(time >= this.wait)
714                 setthink(this, bumblebee_blowup);
715
716         if(random() < 0.1)
717         {
718                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
719                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
720         }
721
722         this.nextthink = time + 0.1;
723 }
724
725 spawnfunc(vehicle_bumblebee)
726 {
727         if(!autocvar_g_vehicle_bumblebee) { remove(this); return; }
728         if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { remove(this); return; }
729 }
730
731 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
732 {
733     if(autocvar_g_vehicle_bumblebee_bouncepain)
734         vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
735 }
736 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
737 {
738     settouch(instance, bumblebee_touch);
739     instance.nextthink = 0;
740     set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
741 }
742 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
743 {
744         if(!instance.gunner1)
745         if(time >= instance.gun1.phase)
746         if(instance.gun1.vehicle_enter)
747         if(instance.gun1.vehicle_enter(instance, actor))
748                 return;
749
750         if(!instance.gunner2)
751         if(time >= instance.gun2.phase)
752         if(instance.gun2.vehicle_enter)
753         if(instance.gun2.vehicle_enter(instance, actor))
754                 return;
755 }
756 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
757 {
758     instance.angles_z *= 0.8;
759     instance.angles_x *= 0.8;
760
761     instance.nextthink = time;
762
763     if(!instance.owner)
764     {
765         if(instance.gunner1)
766         {
767                 entity e = instance.gunner1;
768                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
769                 instance.phase = 0;
770                 gettouch(instance)(instance, e);
771                 return;
772         }
773
774         if(instance.gunner2)
775         {
776                 entity e = instance.gunner2;
777                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
778                 instance.phase = 0;
779                 gettouch(instance)(instance, e);
780             return;
781         }
782     }
783 }
784 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
785 {
786         CSQCModel_UnlinkEntity(instance);
787
788         // hide beam
789         if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
790                 instance.gun3.enemy.effects |= EF_NODRAW;
791
792         if(instance.gunner1)
793                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
794
795         if(instance.gunner2)
796                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
797
798         instance.vehicle_exit(instance, VHEF_EJECT);
799
800     fixedmakevectors(instance.angles);
801     vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
802     vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
803     vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
804
805     entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
806
807     if(random() > 0.5)
808         settouch(_body, bumblebee_dead_touch);
809     else
810         settouch(_body, func_null);
811
812     setthink(_body, bumblebee_diethink);
813     _body.nextthink = time;
814     _body.wait = time + 2 + (random() * 8);
815     _body.owner = instance;
816     _body.enemy = instance.enemy;
817     _body.scale = 1.5;
818     _body.angles = instance.angles;
819
820     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
821
822     instance.health                     = 0;
823     instance.event_damage       = func_null;
824     instance.solid                      = SOLID_NOT;
825     instance.takedamage         = DAMAGE_NO;
826     instance.deadflag           = DEAD_DYING;
827     set_movetype(instance, MOVETYPE_NONE);
828     instance.effects            = EF_NODRAW;
829     instance.colormod           = '0 0 0';
830     instance.avelocity          = '0 0 0';
831     instance.velocity           = '0 0 0';
832     settouch(instance, func_null);
833     instance.nextthink          = 0;
834
835     setorigin(instance, instance.pos1);
836 }
837 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
838 {
839     if(!instance.gun1)
840     {
841         // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
842         instance.vehicle_shieldent = spawn();
843         instance.vehicle_shieldent.effects = EF_LOWPRECISION;
844         setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
845         setattachment(instance.vehicle_shieldent, instance, "");
846         setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
847         instance.vehicle_shieldent.scale       = 512 / vlen(instance.maxs - instance.mins);
848         setthink(instance.vehicle_shieldent, shieldhit_think);
849         instance.vehicle_shieldent.alpha = -1;
850         instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
851
852         instance.gun1 = new(vehicle_playerslot);
853         instance.gun2 = new(vehicle_playerslot);
854         instance.gun3 = new(bumblebee_raygun);
855
856         instance.vehicle_flags |= VHF_MULTISLOT;
857
858         instance.gun1.owner = instance;
859         instance.gun2.owner = instance;
860         instance.gun3.owner = instance;
861
862         setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
863         setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
864         setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
865
866         setattachment(instance.gun1, instance, "cannon_right");
867         setattachment(instance.gun2, instance, "cannon_left");
868
869         // Angled bones are no fun, messes up gun-aim; so work arround it.
870         instance.gun3.pos1 = instance.angles;
871         instance.angles = '0 0 0';
872         vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
873         ofs -= instance.origin;
874         setattachment(instance.gun3, instance, "");
875         setorigin(instance.gun3, ofs);
876         instance.angles = instance.gun3.pos1;
877
878         vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
879         vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
880
881         setorigin(instance.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
882         setorigin(instance.vehicle_viewport, '5 0 2');    // Move camera forward up
883
884         //fixme-model-bones
885         setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
886         setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
887         //fixme-model-bones
888         setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
889         setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
890
891         instance.scale = 1.5;
892
893         // Raygun beam
894         if(instance.gun3.enemy == NULL)
895         {
896             instance.gun3.enemy = spawn();
897             Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
898             instance.gun3.enemy.SendFlags = BRG_SETUP;
899             instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
900             instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
901         }
902     }
903
904     instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
905     instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
906     instance.solid = SOLID_BBOX;
907     set_movetype(instance, MOVETYPE_TOSS);
908     instance.damageforcescale = 0.025;
909
910     instance.PlayerPhysplug = bumblebee_pilot_frame;
911
912     setorigin(instance, instance.origin + '0 0 25');
913 }
914 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
915 {
916     if(autocvar_g_vehicle_bumblebee_energy)
917     if(autocvar_g_vehicle_bumblebee_energy_regen)
918         instance.vehicle_flags |= VHF_ENERGYREGEN;
919
920     if(autocvar_g_vehicle_bumblebee_shield)
921         instance.vehicle_flags |= VHF_HASSHIELD;
922
923     if(autocvar_g_vehicle_bumblebee_shield_regen)
924         instance.vehicle_flags |= VHF_SHIELDREGEN;
925
926     if(autocvar_g_vehicle_bumblebee_health_regen)
927         instance.vehicle_flags |= VHF_HEALTHREGEN;
928
929     instance.vehicle_exit = bumblebee_exit;
930     instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
931     instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
932     instance.max_health = instance.vehicle_health;
933     instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
934 }
935
936 #endif // SVQC
937 #ifdef CSQC
938
939 void CSQC_BUMBLE_GUN_HUD()
940 {
941         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
942                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
943                                          string_null, '0 0 0');
944 }
945
946 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
947 {
948     Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
949                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
950                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
951
952     float hudAlpha = autocvar_hud_panel_fg_alpha;
953     float blinkValue = 0.55 + sin(time * 7) * 0.45;
954     vector tmpPos  = '0 0 0';
955     vector tmpSize = '1 1 1' * hud_fontsize;
956     tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
957
958     if(!AuxiliaryXhair[1].draw2d)
959     {
960         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
961         drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
962     }
963
964     if(!AuxiliaryXhair[2].draw2d)
965     {
966         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
967         drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
968     }
969 }
970 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
971 {
972     Vehicles_drawCrosshair(vCROSS_HEAL);
973 }
974 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
975 {
976     AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
977     AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
978     AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
979 }
980
981 #endif
982 #endif