]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/vehicles/vehicle/bumblebee.qc
Clean up vehicle physics plugin a bit
[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.qc"
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 #include "bumblebee_weapons.qc"
35
36 #ifdef SVQC
37 float autocvar_g_vehicle_bumblebee_respawntime = 60;
38
39 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
40 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
41 float autocvar_g_vehicle_bumblebee_speed_up = 350;
42 float autocvar_g_vehicle_bumblebee_speed_down = 350;
43 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
44 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
45 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
46 float autocvar_g_vehicle_bumblebee_friction = 0.5;
47
48 float autocvar_g_vehicle_bumblebee_energy = 500;
49 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
50 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
51
52 float autocvar_g_vehicle_bumblebee_health = 1000;
53 float autocvar_g_vehicle_bumblebee_health_regen = 65;
54 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
55
56 float autocvar_g_vehicle_bumblebee_shield = 400;
57 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
58 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
59
60 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
61 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
62 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
63
64 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
65
66 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
67 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
68 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
69 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
70 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
71
72
73 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
74 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
75 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
76 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
77
78 bool autocvar_g_vehicle_bumblebee_raygun = false;
79 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
80 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
81 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
82 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
83
84 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
85 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
86 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
87 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
88 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
89 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
90
91 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
92 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
93 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
94 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
95 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
96
97 bool autocvar_g_vehicle_bumblebee = true;
98
99 bool bumblebee_gunner_frame(entity this)
100 {
101         entity vehic = this.vehicle.owner;
102         entity gun = this.vehicle;
103         return = true;
104
105         // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
106         //vehicles_frame(gun, player);
107
108         vehic.solid = SOLID_NOT;
109         //setorigin(this, vehic.origin);
110         this.velocity = vehic.velocity;
111
112         float _in, _out;
113         vehic.angles_x *= -1;
114         makevectors(vehic.angles);
115         vehic.angles_x *= -1;
116         if(gun == vehic.gun1)
117         {
118                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
119                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
120                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
121         }
122         else
123         {
124                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
125                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
126                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
127         }
128
129         crosshair_trace(this);
130         vector _ct = trace_endpos;
131         vector ad;
132
133         if(autocvar_g_vehicle_bumblebee_cannon_lock)
134         {
135                 if(gun.lock_time < time)
136                         gun.enemy = world;
137
138                 if(trace_ent)
139                         if(trace_ent.movetype)
140                                 if(trace_ent.takedamage)
141                                         if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
142                                         {
143                                                 if(DIFF_TEAM(trace_ent, this))
144                                                 {
145                                                         gun.enemy = trace_ent;
146                                                         gun.lock_time = time + 5;
147                                                 }
148                                         }
149         }
150
151         if(gun.enemy)
152         {
153                 float distance, impact_time;
154
155                 vector vf = real_origin(gun.enemy);
156                 vector _vel = gun.enemy.velocity;
157                 if(gun.enemy.movetype == MOVETYPE_WALK)
158                         _vel.z *= 0.1;
159
160
161                 ad = vf;
162                 distance = vlen(ad - this.origin);
163                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
164                 ad = vf + _vel * impact_time;
165                 trace_endpos = ad;
166
167
168                 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
169                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
170                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
171                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
172
173         }
174         else
175                 vehicle_aimturret(vehic, _ct, gun, "fire",
176                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
177                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
178
179         if(!forbidWeaponUse(this))
180         if(PHYS_INPUT_BUTTON_ATCK(this))
181                 if(time > gun.attack_finished_single[0])
182                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
183                         {
184                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
185                                 bumblebee_fire_cannon(vehic, gun, "fire", this);
186                                 gun.delay = time;
187                                 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
188                         }
189
190         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
191
192         if(vehic.vehicle_flags & VHF_HASSHIELD)
193                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
194
195         ad = gettaginfo(gun, gettagindex(gun, "fire"));
196         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
197
198         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
199
200         if(vehic.owner)
201                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
202
203         vehic.solid = SOLID_BBOX;
204         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
205         this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
206 }
207
208 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
209 {
210         //vector exitspot;
211         float mysize;
212
213         tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
214         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
215                 return prefer_spot;
216
217         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
218         float i;
219         vector v, v2;
220         v2 = 0.5 * (gunner.absmin + gunner.absmax);
221         for(i = 0; i < 100; ++i)
222         {
223                 v = randomvec();
224                 v_z = 0;
225                 v = v2 + normalize(v) * mysize;
226                 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
227                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
228                         return v;
229         }
230
231         return prefer_spot; // this should be considered a fallback?!
232 }
233
234 void bumblebee_gunner_exit(int _exitflag)
235 {SELFPARAM();
236         entity player = self;
237         entity gunner = player.vehicle;
238         entity vehic = gunner.owner;
239
240         if(IS_REAL_CLIENT(player))
241         {
242                 msg_entity = player;
243                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
244                 WriteEntity(MSG_ONE, player);
245
246                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
247                 WriteAngle(MSG_ONE, 0);
248                 WriteAngle(MSG_ONE, vehic.angles.y);
249                 WriteAngle(MSG_ONE, 0);
250         }
251
252         CSQCVehicleSetup(player, HUD_NORMAL);
253         setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
254
255         player.takedamage     = DAMAGE_AIM;
256         player.solid          = SOLID_SLIDEBOX;
257         player.movetype       = MOVETYPE_WALK;
258         player.effects       &= ~EF_NODRAW;
259         player.alpha          = 1;
260         player.PlayerPhysplug = func_null;
261         player.view_ofs       = STAT(PL_VIEW_OFS, NULL);
262         player.event_damage   = PlayerDamage;
263         player.hud            = HUD_NORMAL;
264         player.teleportable       = TELEPORT_NORMAL;
265         PS(player).m_switchweapon = gunner.m_switchweapon;
266         player.vehicle_enter_delay = time + 2;
267
268         fixedmakevectors(vehic.angles);
269
270         if(player == vehic.gunner1) { vehic.gunner1 = world; }
271         if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
272
273         vector spot = real_origin(gunner);
274         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
275         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
276
277         // TODO: figure a way to move player out of the gunner
278
279         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
280         player.velocity_z += 10;
281
282         gunner.phase = time + 5;
283         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
284
285         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
286
287         player.vehicle = world;
288 }
289
290 bool bumblebee_gunner_enter()
291 {SELFPARAM();
292         entity vehic = self;
293         entity player = other;
294         entity gunner = world;
295
296         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
297         {
298                 // we can have some fun
299                 if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
300                 {
301                         gunner = vehic.gun2;
302                         vehic.gunner2 = player;
303                 }
304                 else
305                 {
306                         gunner = vehic.gun1;
307                         vehic.gunner1 = player;
308                 }
309         }
310         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
311         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
312         else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
313
314         player.vehicle                  = gunner;
315         player.angles                   = vehic.angles;
316         player.takedamage               = DAMAGE_NO;
317         player.solid                    = SOLID_NOT;
318         player.alpha                    = -1;
319         player.movetype                 = MOVETYPE_NOCLIP;
320         player.event_damage     = func_null;
321         player.view_ofs                 = '0 0 0';
322         player.hud                              = gunner.hud;
323         player.teleportable     = false;
324         player.PlayerPhysplug   = gunner.PlayerPhysplug;
325         player.vehicle_ammo1    = vehic.vehicle_ammo1;
326         player.vehicle_ammo2    = vehic.vehicle_ammo2;
327         player.vehicle_reload1  = vehic.vehicle_reload1;
328         player.vehicle_reload2  = vehic.vehicle_reload2;
329         player.vehicle_energy   = vehic.vehicle_energy;
330         player.flags               &= ~FL_ONGROUND;
331
332         RemoveGrapplingHook(player);
333
334         gunner.m_switchweapon = PS(player).m_switchweapon;
335         gunner.vehicle_exit = bumblebee_gunner_exit;
336         gunner.vehicle_hudmodel.viewmodelforclient = player;
337
338         if(IS_REAL_CLIENT(player))
339         {
340                 msg_entity = player;
341                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
342                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
343
344                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
345                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
346                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
347                 WriteAngle(MSG_ONE,     0); // roll
348         }
349
350         CSQCVehicleSetup(player, player.hud);
351
352         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
353
354         return true;
355 }
356
357 bool vehicles_valid_pilot()
358 {SELFPARAM();
359         if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
360                 return false;
361
362         if((!IS_PLAYER(other))
363         || (IS_DEAD(other))
364         || (other.vehicle)
365         || (DIFF_TEAM(other, self))
366         ) { return false; }
367
368         return true;
369 }
370
371 void bumblebee_touch()
372 {SELFPARAM();
373         if(autocvar_g_vehicles_enter) { return; }
374
375         if(self.gunner1 != world && self.gunner2 != world)
376         {
377                 vehicles_touch();
378                 return;
379         }
380
381         if(vehicles_valid_pilot())
382         {
383                 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
384
385                 if(time >= other.vehicle_enter_delay && phase_time)
386                 if(bumblebee_gunner_enter())
387                         return;
388         }
389
390         vehicles_touch();
391 }
392
393 void bumblebee_regen(entity this)
394 {
395         if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
396                 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
397                                                                            this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
398
399         if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
400                 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
401                                                                            this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
402
403         if(this.vehicle_flags  & VHF_SHIELDREGEN)
404                 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);
405
406         if(this.vehicle_flags  & VHF_HEALTHREGEN)
407                 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);
408
409         if(this.vehicle_flags  & VHF_ENERGYREGEN)
410                 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);
411
412 }
413
414 bool bumblebee_pilot_frame(entity this)
415 {
416         entity vehic = this.vehicle;
417         return = true;
418
419         if(intermission_running)
420         {
421                 vehic.velocity = '0 0 0';
422                 vehic.avelocity = '0 0 0';
423                 return;
424         }
425
426         vehicles_frame(vehic, this);
427
428         if(IS_DEAD(vehic))
429         {
430                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
431                 return;
432         }
433
434         bumblebee_regen(vehic);
435
436         crosshair_trace(this);
437
438         vector vang = vehic.angles;
439         vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
440         vang.x *= -1;
441         newvel.x *= -1;
442         if(newvel.x > 180)  newvel.x -= 360;
443         if(newvel.x < -180) newvel.x += 360;
444         if(newvel.y > 180)  newvel.y -= 360;
445         if(newvel.y < -180) newvel.y += 360;
446
447         float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
448         if(ftmp > 180)  ftmp -= 360;
449         if(ftmp < -180) ftmp += 360;
450         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
451
452         // Pitch
453         ftmp = 0;
454         if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
455                 ftmp = 4;
456         else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
457                 ftmp = -8;
458
459         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
460         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
461         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
462
463         vehic.angles_x = anglemods(vehic.angles.x);
464         vehic.angles_y = anglemods(vehic.angles.y);
465         vehic.angles_z = anglemods(vehic.angles.z);
466
467         makevectors('0 1 0' * vehic.angles.y);
468         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
469
470         if(this.movement.x != 0)
471         {
472                 if(this.movement.x > 0)
473                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
474                 else if(this.movement.x < 0)
475                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
476         }
477
478         if(this.movement.y != 0)
479         {
480                 if(this.movement.y < 0)
481                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
482                 else if(this.movement.y > 0)
483                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
484                 ftmp = newvel * v_right;
485                 ftmp *= frametime * 0.1;
486                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
487         }
488         else
489         {
490                 vehic.angles_z *= 0.95;
491                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
492                         vehic.angles_z = 0;
493         }
494
495         if(PHYS_INPUT_BUTTON_CROUCH(this))
496                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
497         else if(PHYS_INPUT_BUTTON_JUMP(this))
498                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
499
500         vehic.velocity  += newvel * frametime;
501         this.velocity = this.movement  = vehic.velocity;
502
503
504         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
505         {
506                 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
507                         vehic.tur_head.enemy = world;
508
509                 if(trace_ent)
510                 if(trace_ent.movetype)
511                 if(trace_ent.takedamage)
512                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
513                 {
514                         if(teamplay)
515                         {
516                                 if(trace_ent.team == this.team)
517                                 {
518                                         vehic.tur_head.enemy = trace_ent;
519                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
520                                 }
521                         }
522                         else
523                         {
524                                 vehic.tur_head.enemy = trace_ent;
525                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
526                         }
527                 }
528
529                 if(vehic.tur_head.enemy)
530                 {
531                         trace_endpos = real_origin(vehic.tur_head.enemy);
532                         UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
533                 }
534         }
535
536         vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
537                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
538                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
539
540         if(!forbidWeaponUse(this))
541         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))
542         {
543                 vehic.gun3.enemy.realowner = this;
544                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
545
546                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
547                 vehic.gun3.enemy.SendFlags |= BRG_START;
548
549                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
550
551                 if(trace_ent)
552                 {
553                         if(autocvar_g_vehicle_bumblebee_raygun)
554                         {
555                                 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);
556                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
557                         }
558                         else
559                         {
560                                 if(!IS_DEAD(trace_ent))
561                                         if((teamplay && trace_ent.team == this.team) || !teamplay)
562                                         {
563
564                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
565                                                 {
566                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
567                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
568
569                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
570                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
571                                                 }
572                                                 else if(IS_CLIENT(trace_ent))
573                                                 {
574                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
575                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
576
577                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
578                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
579
580                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
581                                                 }
582                                                 else if(IS_TURRET(trace_ent))
583                                                 {
584                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
585                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
586                                                         //else ..hmmm what? ammo?
587
588                                                         trace_ent.SendFlags |= TNSF_STATUS;
589                                                 }
590                                         }
591                         }
592                 }
593
594                 vehic.gun3.enemy.hook_end = trace_endpos;
595                 setorigin(vehic.gun3.enemy, trace_endpos);
596                 vehic.gun3.enemy.SendFlags |= BRG_END;
597
598                 vehic.wait = time + 1;
599         }
600         else
601                 vehic.gun3.enemy.effects |= EF_NODRAW;
602         /*{
603                 if(vehic.gun3.enemy)
604                         remove(vehic.gun3.enemy);
605
606                 vehic.gun3.enemy = world;
607         }
608         */
609
610         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
611         VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
612
613         this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
614         this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
615
616         if(vehic.vehicle_flags & VHF_HASSHIELD)
617                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
618
619         vehic.angles_x *= -1;
620         makevectors(vehic.angles);
621         vehic.angles_x *= -1;
622         setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
623
624         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
625 }
626
627 void bumblebee_land()
628 {SELFPARAM();
629         float hgt;
630
631         hgt = raptor_altitude(512);
632         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
633         self.angles_x *= 0.95;
634         self.angles_z *= 0.95;
635
636         if(hgt < 16)
637                 self.think      = vehicles_think;
638
639         self.nextthink = time;
640
641         CSQCMODEL_AUTOUPDATE(self);
642 }
643
644 void bumblebee_exit(float eject)
645 {SELFPARAM();
646         if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
647         {
648                 bumblebee_gunner_exit(eject);
649                 return;
650         }
651
652         self.touch = vehicles_touch;
653
654         if(!IS_DEAD(self))
655         {
656                 self.think = bumblebee_land;
657                 self.nextthink  = time;
658         }
659
660         self.movetype = MOVETYPE_TOSS;
661
662         if(!self.owner)
663                 return;
664
665         fixedmakevectors(self.angles);
666         vector spot;
667         if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
668                 spot = self.origin + v_up * 128 + v_forward * 300;
669         else
670                 spot = self.origin + v_up * 128 - v_forward * 300;
671
672         spot = vehicles_findgoodexit(spot);
673
674         // Hide beam
675         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
676                 self.gun3.enemy.effects |= EF_NODRAW;
677         }
678
679         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
680         self.owner.velocity_z += 10;
681         setorigin(self.owner, spot);
682
683         antilag_clear(self.owner, CS(self.owner));
684         self.owner = world;
685 }
686
687 void bumblebee_blowup()
688 {SELFPARAM();
689         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
690                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
691                                  autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
692                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
693                                  DEATH_VH_BUMB_DEATH.m_id, world);
694
695         sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
696         Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
697
698         if(self.owner.deadflag == DEAD_DYING)
699                 self.owner.deadflag = DEAD_DEAD;
700
701         remove(self);
702 }
703
704 void bumblebee_diethink()
705 {SELFPARAM();
706         if(time >= self.wait)
707                 self.think = bumblebee_blowup;
708
709         if(random() < 0.1)
710         {
711                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
712                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
713         }
714
715         self.nextthink = time + 0.1;
716 }
717
718 spawnfunc(vehicle_bumblebee)
719 {
720         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
721         if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
722 }
723
724 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
725 {
726     if(autocvar_g_vehicle_bumblebee_bouncepain)
727         vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
728 }
729 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
730 {
731     SELFPARAM();
732     self.touch = bumblebee_touch;
733     self.nextthink = 0;
734     self.movetype = MOVETYPE_BOUNCEMISSILE;
735 }
736 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
737 {
738     SELFPARAM();
739     self.angles_z *= 0.8;
740     self.angles_x *= 0.8;
741
742     self.nextthink = time;
743
744     if(!self.owner)
745     {
746         entity oldself = self;
747         if(self.gunner1)
748         {
749             setself(self.gunner1);
750             oldself.gun1.vehicle_exit(VHEF_EJECT);
751             entity oldother = other;
752             other = self;
753             setself(oldself);
754             self.phase = 0;
755             self.touch();
756             other = oldother;
757             return;
758         }
759
760         if(self.gunner2)
761         {
762             setself(self.gunner2);
763             oldself.gun2.vehicle_exit(VHEF_EJECT);
764             entity oldother = other;
765             other = self;
766             setself(oldself);
767             self.phase = 0;
768             self.touch();
769             other = oldother;
770             return;
771         }
772     }
773 }
774 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
775 {
776     SELFPARAM();
777     entity oldself = self;
778     setself(instance);
779
780     CSQCModel_UnlinkEntity(self);
781
782     // Hide beam
783     if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
784         self.gun3.enemy.effects |= EF_NODRAW;
785
786     if(self.gunner1)
787     {
788         setself(self.gunner1);
789         oldself.gun1.vehicle_exit(VHEF_EJECT);
790         setself(oldself);
791     }
792
793     if(self.gunner2)
794     {
795         setself(self.gunner2);
796         oldself.gun2.vehicle_exit(VHEF_EJECT);
797         setself(oldself);
798     }
799
800     self.vehicle_exit(VHEF_EJECT);
801
802     fixedmakevectors(self.angles);
803     vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
804     vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
805     vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
806
807     entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
808
809     if(random() > 0.5)
810         _body.touch = bumblebee_blowup;
811     else
812         _body.touch = func_null;
813
814     _body.think = bumblebee_diethink;
815     _body.nextthink = time;
816     _body.wait = time + 2 + (random() * 8);
817     _body.owner = self;
818     _body.enemy = self.enemy;
819     _body.scale = 1.5;
820     _body.angles = self.angles;
821
822     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
823
824     self.health                 = 0;
825     self.event_damage   = func_null;
826     self.solid                  = SOLID_NOT;
827     self.takedamage             = DAMAGE_NO;
828     self.deadflag               = DEAD_DYING;
829     self.movetype               = MOVETYPE_NONE;
830     self.effects                = EF_NODRAW;
831     self.colormod               = '0 0 0';
832     self.avelocity              = '0 0 0';
833     self.velocity               = '0 0 0';
834     self.touch                  = func_null;
835     self.nextthink              = 0;
836
837     setorigin(self, self.pos1);
838
839     setself(oldself);
840 }
841 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
842 {
843     SELFPARAM();
844     if(!self.gun1)
845     {
846         // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
847         self.vehicle_shieldent = spawn();
848         self.vehicle_shieldent.effects = EF_LOWPRECISION;
849         setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
850         setattachment(self.vehicle_shieldent, self, "");
851         setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
852         self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
853         self.vehicle_shieldent.think       = shieldhit_think;
854         self.vehicle_shieldent.alpha = -1;
855         self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
856
857         self.gun1 = new(vehicle_playerslot);
858         self.gun2 = new(vehicle_playerslot);
859         self.gun3 = new(bumblebee_raygun);
860
861         self.vehicle_flags |= VHF_MULTISLOT;
862
863         self.gun1.owner = self;
864         self.gun2.owner = self;
865         self.gun3.owner = self;
866
867         setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
868         setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
869         setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
870
871         setattachment(self.gun1, self, "cannon_right");
872         setattachment(self.gun2, self, "cannon_left");
873
874         // Angled bones are no fun, messes up gun-aim; so work arround it.
875         self.gun3.pos1 = self.angles;
876         self.angles = '0 0 0';
877         vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
878         ofs -= self.origin;
879         setattachment(self.gun3, self, "");
880         setorigin(self.gun3, ofs);
881         self.angles = self.gun3.pos1;
882
883         vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
884         vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
885
886         setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
887         setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
888
889         //fixme-model-bones
890         setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
891         setorigin(self.gun1.vehicle_viewport, '-85 0 50');
892         //fixme-model-bones
893         setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
894         setorigin(self.gun2.vehicle_viewport, '-85 0 50');
895
896         self.scale = 1.5;
897
898         // Raygun beam
899         if(self.gun3.enemy == world)
900         {
901             self.gun3.enemy = spawn();
902             Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
903             self.gun3.enemy.SendFlags = BRG_SETUP;
904             self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
905             self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
906         }
907     }
908
909     self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
910     self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
911     self.solid = SOLID_BBOX;
912     self.movetype = MOVETYPE_TOSS;
913     self.damageforcescale = 0.025;
914
915     self.PlayerPhysplug = bumblebee_pilot_frame;
916
917     setorigin(self, self.origin + '0 0 25');
918 }
919 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
920 {
921     SELFPARAM();
922     if(autocvar_g_vehicle_bumblebee_energy)
923     if(autocvar_g_vehicle_bumblebee_energy_regen)
924         self.vehicle_flags |= VHF_ENERGYREGEN;
925
926     if(autocvar_g_vehicle_bumblebee_shield)
927         self.vehicle_flags |= VHF_HASSHIELD;
928
929     if(autocvar_g_vehicle_bumblebee_shield_regen)
930         self.vehicle_flags |= VHF_SHIELDREGEN;
931
932     if(autocvar_g_vehicle_bumblebee_health_regen)
933         self.vehicle_flags |= VHF_HEALTHREGEN;
934
935     self.vehicle_exit = bumblebee_exit;
936     self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
937     self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
938     self.max_health = self.vehicle_health;
939     self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
940 }
941
942 #endif // SVQC
943 #ifdef CSQC
944
945 void CSQC_BUMBLE_GUN_HUD()
946 {
947         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
948                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
949                                          string_null, '0 0 0');
950 }
951
952 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
953 {
954     Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
955                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
956                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
957
958     float hudAlpha = autocvar_hud_panel_fg_alpha;
959     float blinkValue = 0.55 + sin(time * 7) * 0.45;
960     vector tmpPos  = '0 0 0';
961     vector tmpSize = '1 1 1' * hud_fontsize;
962     tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
963
964     if(!AuxiliaryXhair[1].draw2d)
965     {
966         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
967         drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
968     }
969
970     if(!AuxiliaryXhair[2].draw2d)
971     {
972         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
973         drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
974     }
975 }
976 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
977 {
978     Vehicles_drawCrosshair(vCROSS_HEAL);
979 }
980 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
981 {
982     AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
983     AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
984     AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
985 }
986
987 #endif
988 #endif