]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/vehicles/vehicle/bumblebee.qc
Clean out some more self uses from vehicle code
[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 #endif
27
28 #ifdef IMPLEMENTATION
29
30 const float BRG_SETUP = 2;
31 const float BRG_START = 4;
32 const float BRG_END = 8;
33
34 #ifdef SVQC
35 float autocvar_g_vehicle_bumblebee_respawntime = 60;
36
37 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
38 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
39 float autocvar_g_vehicle_bumblebee_speed_up = 350;
40 float autocvar_g_vehicle_bumblebee_speed_down = 350;
41 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
42 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
43 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
44 float autocvar_g_vehicle_bumblebee_friction = 0.5;
45
46 float autocvar_g_vehicle_bumblebee_energy = 500;
47 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
48 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
49
50 float autocvar_g_vehicle_bumblebee_health = 1000;
51 float autocvar_g_vehicle_bumblebee_health_regen = 65;
52 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
53
54 float autocvar_g_vehicle_bumblebee_shield = 400;
55 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
56 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
57
58 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
59 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
60 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
61
62 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
63
64 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
65 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
66 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
67 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
68 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
69
70
71 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
72 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
73 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
74 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
75
76 bool autocvar_g_vehicle_bumblebee_raygun = false;
77 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
78 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
79 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
80 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
81
82 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
83 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
84 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
85 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
86 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
87 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
88
89 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
90 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
91 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
92 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
93 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
94
95 bool autocvar_g_vehicle_bumblebee = true;
96
97 bool bumblebee_gunner_frame(entity this)
98 {
99         entity vehic = this.vehicle.owner;
100         entity gun = this.vehicle;
101         return = true;
102
103         // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
104         //vehicles_frame(gun, player);
105
106         vehic.solid = SOLID_NOT;
107         //setorigin(this, vehic.origin);
108         this.velocity = vehic.velocity;
109
110         float _in, _out;
111         vehic.angles_x *= -1;
112         makevectors(vehic.angles);
113         vehic.angles_x *= -1;
114         if(gun == vehic.gun1)
115         {
116                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
117                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
118                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
119         }
120         else
121         {
122                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
123                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
124                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
125         }
126
127         crosshair_trace(this);
128         vector _ct = trace_endpos;
129         vector ad;
130
131         if(autocvar_g_vehicle_bumblebee_cannon_lock)
132         {
133                 if(gun.lock_time < time)
134                         gun.enemy = world;
135
136                 if(trace_ent)
137                         if(trace_ent.movetype)
138                                 if(trace_ent.takedamage)
139                                         if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
140                                         {
141                                                 if(DIFF_TEAM(trace_ent, this))
142                                                 {
143                                                         gun.enemy = trace_ent;
144                                                         gun.lock_time = time + 5;
145                                                 }
146                                         }
147         }
148
149         if(gun.enemy)
150         {
151                 float distance, impact_time;
152
153                 vector vf = real_origin(gun.enemy);
154                 vector _vel = gun.enemy.velocity;
155                 if(gun.enemy.movetype == MOVETYPE_WALK)
156                         _vel.z *= 0.1;
157
158
159                 ad = vf;
160                 distance = vlen(ad - this.origin);
161                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
162                 ad = vf + _vel * impact_time;
163                 trace_endpos = ad;
164
165
166                 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
167                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
168                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
169                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
170
171         }
172         else
173                 vehicle_aimturret(vehic, _ct, gun, "fire",
174                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
175                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
176
177         if(!forbidWeaponUse(this))
178         if(PHYS_INPUT_BUTTON_ATCK(this))
179                 if(time > gun.attack_finished_single[0])
180                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
181                         {
182                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
183                                 bumblebee_fire_cannon(vehic, gun, "fire", this);
184                                 gun.delay = time;
185                                 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
186                         }
187
188         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
189
190         if(vehic.vehicle_flags & VHF_HASSHIELD)
191                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
192
193         ad = gettaginfo(gun, gettagindex(gun, "fire"));
194         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
195
196         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
197
198         if(vehic.owner)
199                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
200
201         vehic.solid = SOLID_BBOX;
202         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
203         this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
204 }
205
206 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
207 {
208         //vector exitspot;
209         float mysize;
210
211         tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
212         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
213                 return prefer_spot;
214
215         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
216         float i;
217         vector v, v2;
218         v2 = 0.5 * (gunner.absmin + gunner.absmax);
219         for(i = 0; i < 100; ++i)
220         {
221                 v = randomvec();
222                 v_z = 0;
223                 v = v2 + normalize(v) * mysize;
224                 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
225                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
226                         return v;
227         }
228
229         return prefer_spot; // this should be considered a fallback?!
230 }
231
232 void bumblebee_gunner_exit(int _exitflag)
233 {SELFPARAM();
234         entity player = self;
235         entity gunner = player.vehicle;
236         entity vehic = gunner.owner;
237
238         if(IS_REAL_CLIENT(player))
239         {
240                 msg_entity = player;
241                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
242                 WriteEntity(MSG_ONE, player);
243
244                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
245                 WriteAngle(MSG_ONE, 0);
246                 WriteAngle(MSG_ONE, vehic.angles.y);
247                 WriteAngle(MSG_ONE, 0);
248         }
249
250         CSQCVehicleSetup(player, HUD_NORMAL);
251         setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
252
253         player.takedamage     = DAMAGE_AIM;
254         player.solid          = SOLID_SLIDEBOX;
255         player.movetype       = MOVETYPE_WALK;
256         player.effects       &= ~EF_NODRAW;
257         player.alpha          = 1;
258         player.PlayerPhysplug = func_null;
259         player.view_ofs       = STAT(PL_VIEW_OFS, NULL);
260         player.event_damage   = PlayerDamage;
261         player.hud            = HUD_NORMAL;
262         player.teleportable       = TELEPORT_NORMAL;
263         PS(player).m_switchweapon = gunner.m_switchweapon;
264         player.vehicle_enter_delay = time + 2;
265
266         fixedmakevectors(vehic.angles);
267
268         if(player == vehic.gunner1) { vehic.gunner1 = world; }
269         if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
270
271         vector spot = real_origin(gunner);
272         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
273         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
274
275         // TODO: figure a way to move player out of the gunner
276
277         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
278         player.velocity_z += 10;
279
280         gunner.phase = time + 5;
281         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
282
283         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
284
285         player.vehicle = world;
286 }
287
288 bool bumblebee_gunner_enter()
289 {SELFPARAM();
290         entity vehic = self;
291         entity player = other;
292         entity gunner = world;
293
294         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
295         {
296                 // we can have some fun
297                 if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
298                 {
299                         gunner = vehic.gun2;
300                         vehic.gunner2 = player;
301                 }
302                 else
303                 {
304                         gunner = vehic.gun1;
305                         vehic.gunner1 = player;
306                 }
307         }
308         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
309         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
310         else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
311
312         player.vehicle                  = gunner;
313         player.angles                   = vehic.angles;
314         player.takedamage               = DAMAGE_NO;
315         player.solid                    = SOLID_NOT;
316         player.alpha                    = -1;
317         player.movetype                 = MOVETYPE_NOCLIP;
318         player.event_damage     = func_null;
319         player.view_ofs                 = '0 0 0';
320         player.hud                              = gunner.hud;
321         player.teleportable     = false;
322         player.PlayerPhysplug   = gunner.PlayerPhysplug;
323         player.vehicle_ammo1    = vehic.vehicle_ammo1;
324         player.vehicle_ammo2    = vehic.vehicle_ammo2;
325         player.vehicle_reload1  = vehic.vehicle_reload1;
326         player.vehicle_reload2  = vehic.vehicle_reload2;
327         player.vehicle_energy   = vehic.vehicle_energy;
328         player.flags               &= ~FL_ONGROUND;
329
330         RemoveGrapplingHook(player);
331
332         gunner.m_switchweapon = PS(player).m_switchweapon;
333         gunner.vehicle_exit = bumblebee_gunner_exit;
334         gunner.vehicle_hudmodel.viewmodelforclient = player;
335
336         if(IS_REAL_CLIENT(player))
337         {
338                 msg_entity = player;
339                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
340                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
341
342                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
343                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
344                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
345                 WriteAngle(MSG_ONE,     0); // roll
346         }
347
348         CSQCVehicleSetup(player, player.hud);
349
350         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
351
352         return true;
353 }
354
355 bool vehicles_valid_pilot()
356 {SELFPARAM();
357         if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
358                 return false;
359
360         if((!IS_PLAYER(other))
361         || (IS_DEAD(other))
362         || (other.vehicle)
363         || (DIFF_TEAM(other, self))
364         ) { return false; }
365
366         return true;
367 }
368
369 void bumblebee_touch()
370 {SELFPARAM();
371         if(autocvar_g_vehicles_enter) { return; }
372
373         if(self.gunner1 != world && self.gunner2 != world)
374         {
375                 vehicles_touch();
376                 return;
377         }
378
379         if(vehicles_valid_pilot())
380         {
381                 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
382
383                 if(time >= other.vehicle_enter_delay && phase_time)
384                 if(bumblebee_gunner_enter())
385                         return;
386         }
387
388         vehicles_touch();
389 }
390
391 void bumblebee_regen(entity this)
392 {
393         if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
394                 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
395                                                                            this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
396
397         if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
398                 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
399                                                                            this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
400
401         if(this.vehicle_flags  & VHF_SHIELDREGEN)
402                 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);
403
404         if(this.vehicle_flags  & VHF_HEALTHREGEN)
405                 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);
406
407         if(this.vehicle_flags  & VHF_ENERGYREGEN)
408                 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);
409
410 }
411
412 bool bumblebee_pilot_frame(entity this)
413 {
414         entity vehic = this.vehicle;
415         return = true;
416
417         if(intermission_running)
418         {
419                 vehic.velocity = '0 0 0';
420                 vehic.avelocity = '0 0 0';
421                 return;
422         }
423
424         vehicles_frame(vehic, this);
425
426         if(IS_DEAD(vehic))
427         {
428                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
429                 return;
430         }
431
432         bumblebee_regen(vehic);
433
434         crosshair_trace(this);
435
436         vector vang = vehic.angles;
437         vector newvel = vectoangles(normalize(trace_endpos - vehic.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         float ftmp = shortangle_f(this.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(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
453                 ftmp = 4;
454         else if(this.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(this.movement.x != 0)
469         {
470                 if(this.movement.x > 0)
471                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
472                 else if(this.movement.x < 0)
473                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
474         }
475
476         if(this.movement.y != 0)
477         {
478                 if(this.movement.y < 0)
479                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
480                 else if(this.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(PHYS_INPUT_BUTTON_CROUCH(this))
494                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
495         else if(PHYS_INPUT_BUTTON_JUMP(this))
496                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
497
498         vehic.velocity  += newvel * frametime;
499         this.velocity = this.movement  = vehic.velocity;
500
501
502         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
503         {
504                 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
505                         vehic.tur_head.enemy = world;
506
507                 if(trace_ent)
508                 if(trace_ent.movetype)
509                 if(trace_ent.takedamage)
510                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
511                 {
512                         if(teamplay)
513                         {
514                                 if(trace_ent.team == this.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(this, trace_endpos, '0 0.75 0', 0);
531                 }
532         }
533
534         vang = vehicle_aimturret(vehic, trace_endpos, vehic.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(!forbidWeaponUse(this))
539         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))
540         {
541                 vehic.gun3.enemy.realowner = this;
542                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
543
544                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
545                 vehic.gun3.enemy.SendFlags |= BRG_START;
546
547                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
548
549                 if(trace_ent)
550                 {
551                         if(autocvar_g_vehicle_bumblebee_raygun)
552                         {
553                                 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);
554                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
555                         }
556                         else
557                         {
558                                 if(!IS_DEAD(trace_ent))
559                                         if((teamplay && trace_ent.team == this.team) || !teamplay)
560                                         {
561
562                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
563                                                 {
564                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
565                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
566
567                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
568                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
569                                                 }
570                                                 else if(IS_CLIENT(trace_ent))
571                                                 {
572                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
573                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
574
575                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
576                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
577
578                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
579                                                 }
580                                                 else if(IS_TURRET(trace_ent))
581                                                 {
582                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
583                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
584                                                         //else ..hmmm what? ammo?
585
586                                                         trace_ent.SendFlags |= TNSF_STATUS;
587                                                 }
588                                         }
589                         }
590                 }
591
592                 vehic.gun3.enemy.hook_end = trace_endpos;
593                 setorigin(vehic.gun3.enemy, trace_endpos);
594                 vehic.gun3.enemy.SendFlags |= BRG_END;
595
596                 vehic.wait = time + 1;
597         }
598         else
599                 vehic.gun3.enemy.effects |= EF_NODRAW;
600         /*{
601                 if(vehic.gun3.enemy)
602                         remove(vehic.gun3.enemy);
603
604                 vehic.gun3.enemy = world;
605         }
606         */
607
608         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
609         VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
610
611         this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
612         this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
613
614         if(vehic.vehicle_flags & VHF_HASSHIELD)
615                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
616
617         vehic.angles_x *= -1;
618         makevectors(vehic.angles);
619         vehic.angles_x *= -1;
620         setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
621
622         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
623 }
624
625 void bumblebee_land()
626 {SELFPARAM();
627         float hgt;
628
629         hgt = raptor_altitude(512);
630         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
631         self.angles_x *= 0.95;
632         self.angles_z *= 0.95;
633
634         if(hgt < 16)
635                 self.think      = vehicles_think;
636
637         self.nextthink = time;
638
639         CSQCMODEL_AUTOUPDATE(self);
640 }
641
642 void bumblebee_exit(float eject)
643 {SELFPARAM();
644         if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
645         {
646                 bumblebee_gunner_exit(eject);
647                 return;
648         }
649
650         self.touch = vehicles_touch;
651
652         if(!IS_DEAD(self))
653         {
654                 self.think = bumblebee_land;
655                 self.nextthink  = time;
656         }
657
658         self.movetype = MOVETYPE_TOSS;
659
660         if(!self.owner)
661                 return;
662
663         fixedmakevectors(self.angles);
664         vector spot;
665         if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
666                 spot = self.origin + v_up * 128 + v_forward * 300;
667         else
668                 spot = self.origin + v_up * 128 - v_forward * 300;
669
670         spot = vehicles_findgoodexit(spot);
671
672         // Hide beam
673         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
674                 self.gun3.enemy.effects |= EF_NODRAW;
675         }
676
677         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
678         self.owner.velocity_z += 10;
679         setorigin(self.owner, spot);
680
681         antilag_clear(self.owner, CS(self.owner));
682         self.owner = world;
683 }
684
685 void bumblebee_blowup()
686 {SELFPARAM();
687         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
688                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
689                                  autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
690                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
691                                  DEATH_VH_BUMB_DEATH.m_id, world);
692
693         sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
694         Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
695
696         if(self.owner.deadflag == DEAD_DYING)
697                 self.owner.deadflag = DEAD_DEAD;
698
699         remove(self);
700 }
701
702 void bumblebee_diethink()
703 {SELFPARAM();
704         if(time >= self.wait)
705                 self.think = bumblebee_blowup;
706
707         if(random() < 0.1)
708         {
709                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
710                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
711         }
712
713         self.nextthink = time + 0.1;
714 }
715
716 spawnfunc(vehicle_bumblebee)
717 {
718         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
719         if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
720 }
721
722 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
723 {
724     if(autocvar_g_vehicle_bumblebee_bouncepain)
725         vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
726 }
727 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
728 {
729     SELFPARAM();
730     self.touch = bumblebee_touch;
731     self.nextthink = 0;
732     self.movetype = MOVETYPE_BOUNCEMISSILE;
733 }
734 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
735 {
736     SELFPARAM();
737     self.angles_z *= 0.8;
738     self.angles_x *= 0.8;
739
740     self.nextthink = time;
741
742     if(!self.owner)
743     {
744         entity oldself = self;
745         if(self.gunner1)
746         {
747             setself(self.gunner1);
748             oldself.gun1.vehicle_exit(VHEF_EJECT);
749             entity oldother = other;
750             other = self;
751             setself(oldself);
752             self.phase = 0;
753             self.touch();
754             other = oldother;
755             return;
756         }
757
758         if(self.gunner2)
759         {
760             setself(self.gunner2);
761             oldself.gun2.vehicle_exit(VHEF_EJECT);
762             entity oldother = other;
763             other = self;
764             setself(oldself);
765             self.phase = 0;
766             self.touch();
767             other = oldother;
768             return;
769         }
770     }
771 }
772 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
773 {
774     SELFPARAM();
775     entity oldself = self;
776     setself(instance);
777
778     CSQCModel_UnlinkEntity(self);
779
780     // Hide beam
781     if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
782         self.gun3.enemy.effects |= EF_NODRAW;
783
784     if(self.gunner1)
785     {
786         setself(self.gunner1);
787         oldself.gun1.vehicle_exit(VHEF_EJECT);
788         setself(oldself);
789     }
790
791     if(self.gunner2)
792     {
793         setself(self.gunner2);
794         oldself.gun2.vehicle_exit(VHEF_EJECT);
795         setself(oldself);
796     }
797
798     self.vehicle_exit(VHEF_EJECT);
799
800     fixedmakevectors(self.angles);
801     vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
802     vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
803     vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
804
805     entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
806
807     if(random() > 0.5)
808         _body.touch = bumblebee_blowup;
809     else
810         _body.touch = func_null;
811
812     _body.think = bumblebee_diethink;
813     _body.nextthink = time;
814     _body.wait = time + 2 + (random() * 8);
815     _body.owner = self;
816     _body.enemy = self.enemy;
817     _body.scale = 1.5;
818     _body.angles = self.angles;
819
820     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
821
822     self.health                 = 0;
823     self.event_damage   = func_null;
824     self.solid                  = SOLID_NOT;
825     self.takedamage             = DAMAGE_NO;
826     self.deadflag               = DEAD_DYING;
827     self.movetype               = MOVETYPE_NONE;
828     self.effects                = EF_NODRAW;
829     self.colormod               = '0 0 0';
830     self.avelocity              = '0 0 0';
831     self.velocity               = '0 0 0';
832     self.touch                  = func_null;
833     self.nextthink              = 0;
834
835     setorigin(self, self.pos1);
836
837     setself(oldself);
838 }
839 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
840 {
841     SELFPARAM();
842     if(!self.gun1)
843     {
844         // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
845         self.vehicle_shieldent = spawn();
846         self.vehicle_shieldent.effects = EF_LOWPRECISION;
847         setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
848         setattachment(self.vehicle_shieldent, self, "");
849         setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
850         self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
851         self.vehicle_shieldent.think       = shieldhit_think;
852         self.vehicle_shieldent.alpha = -1;
853         self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
854
855         self.gun1 = new(vehicle_playerslot);
856         self.gun2 = new(vehicle_playerslot);
857         self.gun3 = new(bumblebee_raygun);
858
859         self.vehicle_flags |= VHF_MULTISLOT;
860
861         self.gun1.owner = self;
862         self.gun2.owner = self;
863         self.gun3.owner = self;
864
865         setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
866         setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
867         setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
868
869         setattachment(self.gun1, self, "cannon_right");
870         setattachment(self.gun2, self, "cannon_left");
871
872         // Angled bones are no fun, messes up gun-aim; so work arround it.
873         self.gun3.pos1 = self.angles;
874         self.angles = '0 0 0';
875         vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
876         ofs -= self.origin;
877         setattachment(self.gun3, self, "");
878         setorigin(self.gun3, ofs);
879         self.angles = self.gun3.pos1;
880
881         vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
882         vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
883
884         setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
885         setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
886
887         //fixme-model-bones
888         setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
889         setorigin(self.gun1.vehicle_viewport, '-85 0 50');
890         //fixme-model-bones
891         setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
892         setorigin(self.gun2.vehicle_viewport, '-85 0 50');
893
894         self.scale = 1.5;
895
896         // Raygun beam
897         if(self.gun3.enemy == world)
898         {
899             self.gun3.enemy = spawn();
900             Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
901             self.gun3.enemy.SendFlags = BRG_SETUP;
902             self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
903             self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
904         }
905     }
906
907     self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
908     self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
909     self.solid = SOLID_BBOX;
910     self.movetype = MOVETYPE_TOSS;
911     self.damageforcescale = 0.025;
912
913     self.PlayerPhysplug = bumblebee_pilot_frame;
914
915     setorigin(self, self.origin + '0 0 25');
916 }
917 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
918 {
919     SELFPARAM();
920     if(autocvar_g_vehicle_bumblebee_energy)
921     if(autocvar_g_vehicle_bumblebee_energy_regen)
922         self.vehicle_flags |= VHF_ENERGYREGEN;
923
924     if(autocvar_g_vehicle_bumblebee_shield)
925         self.vehicle_flags |= VHF_HASSHIELD;
926
927     if(autocvar_g_vehicle_bumblebee_shield_regen)
928         self.vehicle_flags |= VHF_SHIELDREGEN;
929
930     if(autocvar_g_vehicle_bumblebee_health_regen)
931         self.vehicle_flags |= VHF_HEALTHREGEN;
932
933     self.vehicle_exit = bumblebee_exit;
934     self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
935     self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
936     self.max_health = self.vehicle_health;
937     self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
938 }
939
940 #endif // SVQC
941 #ifdef CSQC
942
943 void CSQC_BUMBLE_GUN_HUD()
944 {
945         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
946                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
947                                          string_null, '0 0 0');
948 }
949
950 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
951 {
952     Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
953                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
954                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
955
956     float hudAlpha = autocvar_hud_panel_fg_alpha;
957     float blinkValue = 0.55 + sin(time * 7) * 0.45;
958     vector tmpPos  = '0 0 0';
959     vector tmpSize = '1 1 1' * hud_fontsize;
960     tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
961
962     if(!AuxiliaryXhair[1].draw2d)
963     {
964         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
965         drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
966     }
967
968     if(!AuxiliaryXhair[2].draw2d)
969     {
970         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
971         drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
972     }
973 }
974 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
975 {
976     Vehicles_drawCrosshair(vCROSS_HEAL);
977 }
978 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
979 {
980     AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
981     AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
982     AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
983 }
984
985 #endif
986 #endif