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Set self in vehicle frames as before (until we can purify weapon functions), fixes...
[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         setself(vehic);
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         setself(this);
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(int _exitflag)
237 {SELFPARAM();
238         entity player = self;
239         entity gunner = player.vehicle;
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         player.movetype       = 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 = world; }
273         if(player == vehic.gunner2) { vehic.gunner2 = world; 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 = world;
290 }
291
292 bool bumblebee_gunner_enter()
293 {SELFPARAM();
294         entity vehic = self;
295         entity player = other;
296         entity gunner = world;
297
298         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
299         {
300                 // we can have some fun
301                 if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
302                 {
303                         gunner = vehic.gun2;
304                         vehic.gunner2 = player;
305                 }
306                 else
307                 {
308                         gunner = vehic.gun1;
309                         vehic.gunner1 = player;
310                 }
311         }
312         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
313         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
314         else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
315
316         player.vehicle                  = gunner;
317         player.angles                   = vehic.angles;
318         player.takedamage               = DAMAGE_NO;
319         player.solid                    = SOLID_NOT;
320         player.alpha                    = -1;
321         player.movetype                 = MOVETYPE_NOCLIP;
322         player.event_damage     = func_null;
323         player.view_ofs                 = '0 0 0';
324         player.hud                              = gunner.hud;
325         player.teleportable     = false;
326         player.PlayerPhysplug   = gunner.PlayerPhysplug;
327         player.vehicle_ammo1    = vehic.vehicle_ammo1;
328         player.vehicle_ammo2    = vehic.vehicle_ammo2;
329         player.vehicle_reload1  = vehic.vehicle_reload1;
330         player.vehicle_reload2  = vehic.vehicle_reload2;
331         player.vehicle_energy   = vehic.vehicle_energy;
332         player.flags               &= ~FL_ONGROUND;
333
334         RemoveGrapplingHook(player);
335
336         gunner.m_switchweapon = PS(player).m_switchweapon;
337         gunner.vehicle_exit = bumblebee_gunner_exit;
338         gunner.vehicle_hudmodel.viewmodelforclient = player;
339
340         if(IS_REAL_CLIENT(player))
341         {
342                 msg_entity = player;
343                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
344                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
345
346                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
347                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
348                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
349                 WriteAngle(MSG_ONE,     0); // roll
350         }
351
352         CSQCVehicleSetup(player, player.hud);
353
354         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
355
356         return true;
357 }
358
359 bool vehicles_valid_pilot()
360 {SELFPARAM();
361         if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
362                 return false;
363
364         if((!IS_PLAYER(other))
365         || (IS_DEAD(other))
366         || (other.vehicle)
367         || (DIFF_TEAM(other, self))
368         ) { return false; }
369
370         return true;
371 }
372
373 void bumblebee_touch()
374 {SELFPARAM();
375         if(autocvar_g_vehicles_enter) { return; }
376
377         if(self.gunner1 != world && self.gunner2 != world)
378         {
379                 vehicles_touch();
380                 return;
381         }
382
383         if(vehicles_valid_pilot())
384         {
385                 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
386
387                 if(time >= other.vehicle_enter_delay && phase_time)
388                 if(bumblebee_gunner_enter())
389                         return;
390         }
391
392         vehicles_touch();
393 }
394
395 void bumblebee_regen(entity this)
396 {
397         if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
398                 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
399                                                                            this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
400
401         if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
402                 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
403                                                                            this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
404
405         if(this.vehicle_flags  & VHF_SHIELDREGEN)
406                 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);
407
408         if(this.vehicle_flags  & VHF_HEALTHREGEN)
409                 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);
410
411         if(this.vehicle_flags  & VHF_ENERGYREGEN)
412                 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);
413
414 }
415
416 bool bumblebee_pilot_frame(entity this)
417 {
418         entity vehic = this.vehicle;
419         return = true;
420
421         if(intermission_running)
422         {
423                 vehic.velocity = '0 0 0';
424                 vehic.avelocity = '0 0 0';
425                 return;
426         }
427
428         vehicles_frame(vehic, this);
429
430         if(IS_DEAD(vehic))
431         {
432                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
433                 return;
434         }
435
436         setself(vehic);
437
438         bumblebee_regen(vehic);
439
440         crosshair_trace(this);
441
442         vector vang = vehic.angles;
443         vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
444         vang.x *= -1;
445         newvel.x *= -1;
446         if(newvel.x > 180)  newvel.x -= 360;
447         if(newvel.x < -180) newvel.x += 360;
448         if(newvel.y > 180)  newvel.y -= 360;
449         if(newvel.y < -180) newvel.y += 360;
450
451         float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
452         if(ftmp > 180)  ftmp -= 360;
453         if(ftmp < -180) ftmp += 360;
454         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
455
456         // Pitch
457         ftmp = 0;
458         if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
459                 ftmp = 4;
460         else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
461                 ftmp = -8;
462
463         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
464         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
465         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
466
467         vehic.angles_x = anglemods(vehic.angles.x);
468         vehic.angles_y = anglemods(vehic.angles.y);
469         vehic.angles_z = anglemods(vehic.angles.z);
470
471         makevectors('0 1 0' * vehic.angles.y);
472         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
473
474         if(this.movement.x != 0)
475         {
476                 if(this.movement.x > 0)
477                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
478                 else if(this.movement.x < 0)
479                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
480         }
481
482         if(this.movement.y != 0)
483         {
484                 if(this.movement.y < 0)
485                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
486                 else if(this.movement.y > 0)
487                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
488                 ftmp = newvel * v_right;
489                 ftmp *= frametime * 0.1;
490                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
491         }
492         else
493         {
494                 vehic.angles_z *= 0.95;
495                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
496                         vehic.angles_z = 0;
497         }
498
499         if(PHYS_INPUT_BUTTON_CROUCH(this))
500                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
501         else if(PHYS_INPUT_BUTTON_JUMP(this))
502                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
503
504         vehic.velocity  += newvel * frametime;
505         this.velocity = this.movement  = vehic.velocity;
506
507
508         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
509         {
510                 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
511                         vehic.tur_head.enemy = world;
512
513                 if(trace_ent)
514                 if(trace_ent.movetype)
515                 if(trace_ent.takedamage)
516                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
517                 {
518                         if(teamplay)
519                         {
520                                 if(trace_ent.team == this.team)
521                                 {
522                                         vehic.tur_head.enemy = trace_ent;
523                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
524                                 }
525                         }
526                         else
527                         {
528                                 vehic.tur_head.enemy = trace_ent;
529                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
530                         }
531                 }
532
533                 if(vehic.tur_head.enemy)
534                 {
535                         trace_endpos = real_origin(vehic.tur_head.enemy);
536                         UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
537                 }
538         }
539
540         vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
541                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
542                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
543
544         if(!forbidWeaponUse(this))
545         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))
546         {
547                 vehic.gun3.enemy.realowner = this;
548                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
549
550                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
551                 vehic.gun3.enemy.SendFlags |= BRG_START;
552
553                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
554
555                 if(trace_ent)
556                 {
557                         if(autocvar_g_vehicle_bumblebee_raygun)
558                         {
559                                 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);
560                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
561                         }
562                         else
563                         {
564                                 if(!IS_DEAD(trace_ent))
565                                         if((teamplay && trace_ent.team == this.team) || !teamplay)
566                                         {
567
568                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
569                                                 {
570                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
571                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
572
573                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
574                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
575                                                 }
576                                                 else if(IS_CLIENT(trace_ent))
577                                                 {
578                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
579                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
580
581                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
582                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
583
584                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
585                                                 }
586                                                 else if(IS_TURRET(trace_ent))
587                                                 {
588                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
589                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
590                                                         //else ..hmmm what? ammo?
591
592                                                         trace_ent.SendFlags |= TNSF_STATUS;
593                                                 }
594                                         }
595                         }
596                 }
597
598                 vehic.gun3.enemy.hook_end = trace_endpos;
599                 setorigin(vehic.gun3.enemy, trace_endpos);
600                 vehic.gun3.enemy.SendFlags |= BRG_END;
601
602                 vehic.wait = time + 1;
603         }
604         else
605                 vehic.gun3.enemy.effects |= EF_NODRAW;
606         /*{
607                 if(vehic.gun3.enemy)
608                         remove(vehic.gun3.enemy);
609
610                 vehic.gun3.enemy = world;
611         }
612         */
613
614         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
615         VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
616
617         this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
618         this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
619
620         if(vehic.vehicle_flags & VHF_HASSHIELD)
621                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
622
623         vehic.angles_x *= -1;
624         makevectors(vehic.angles);
625         vehic.angles_x *= -1;
626         setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
627
628         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
629
630         setself(this);
631 }
632
633 void bumblebee_land()
634 {SELFPARAM();
635         float hgt;
636
637         hgt = raptor_altitude(512);
638         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
639         self.angles_x *= 0.95;
640         self.angles_z *= 0.95;
641
642         if(hgt < 16)
643                 self.think      = vehicles_think;
644
645         self.nextthink = time;
646
647         CSQCMODEL_AUTOUPDATE(self);
648 }
649
650 void bumblebee_exit(float eject)
651 {SELFPARAM();
652         if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
653         {
654                 bumblebee_gunner_exit(eject);
655                 return;
656         }
657
658         self.touch = vehicles_touch;
659
660         if(!IS_DEAD(self))
661         {
662                 self.think = bumblebee_land;
663                 self.nextthink  = time;
664         }
665
666         self.movetype = MOVETYPE_TOSS;
667
668         if(!self.owner)
669                 return;
670
671         fixedmakevectors(self.angles);
672         vector spot;
673         if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
674                 spot = self.origin + v_up * 128 + v_forward * 300;
675         else
676                 spot = self.origin + v_up * 128 - v_forward * 300;
677
678         spot = vehicles_findgoodexit(spot);
679
680         // Hide beam
681         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
682                 self.gun3.enemy.effects |= EF_NODRAW;
683         }
684
685         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
686         self.owner.velocity_z += 10;
687         setorigin(self.owner, spot);
688
689         antilag_clear(self.owner, CS(self.owner));
690         self.owner = world;
691 }
692
693 void bumblebee_blowup()
694 {SELFPARAM();
695         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
696                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
697                                  autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
698                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
699                                  DEATH_VH_BUMB_DEATH.m_id, world);
700
701         sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
702         Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
703
704         if(self.owner.deadflag == DEAD_DYING)
705                 self.owner.deadflag = DEAD_DEAD;
706
707         remove(self);
708 }
709
710 void bumblebee_diethink()
711 {SELFPARAM();
712         if(time >= self.wait)
713                 self.think = bumblebee_blowup;
714
715         if(random() < 0.1)
716         {
717                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
718                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
719         }
720
721         self.nextthink = time + 0.1;
722 }
723
724 spawnfunc(vehicle_bumblebee)
725 {
726         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
727         if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
728 }
729
730 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
731 {
732     if(autocvar_g_vehicle_bumblebee_bouncepain)
733         vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
734 }
735 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
736 {
737     SELFPARAM();
738     self.touch = bumblebee_touch;
739     self.nextthink = 0;
740     self.movetype = MOVETYPE_BOUNCEMISSILE;
741 }
742 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
743 {
744     SELFPARAM();
745     self.angles_z *= 0.8;
746     self.angles_x *= 0.8;
747
748     self.nextthink = time;
749
750     if(!self.owner)
751     {
752         entity oldself = self;
753         if(self.gunner1)
754         {
755             setself(self.gunner1);
756             oldself.gun1.vehicle_exit(VHEF_EJECT);
757             entity oldother = other;
758             other = self;
759             setself(oldself);
760             self.phase = 0;
761             self.touch();
762             other = oldother;
763             return;
764         }
765
766         if(self.gunner2)
767         {
768             setself(self.gunner2);
769             oldself.gun2.vehicle_exit(VHEF_EJECT);
770             entity oldother = other;
771             other = self;
772             setself(oldself);
773             self.phase = 0;
774             self.touch();
775             other = oldother;
776             return;
777         }
778     }
779 }
780 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
781 {
782     SELFPARAM();
783     entity oldself = self;
784     setself(instance);
785
786     CSQCModel_UnlinkEntity(self);
787
788     // Hide beam
789     if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
790         self.gun3.enemy.effects |= EF_NODRAW;
791
792     if(self.gunner1)
793     {
794         setself(self.gunner1);
795         oldself.gun1.vehicle_exit(VHEF_EJECT);
796         setself(oldself);
797     }
798
799     if(self.gunner2)
800     {
801         setself(self.gunner2);
802         oldself.gun2.vehicle_exit(VHEF_EJECT);
803         setself(oldself);
804     }
805
806     self.vehicle_exit(VHEF_EJECT);
807
808     fixedmakevectors(self.angles);
809     vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
810     vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
811     vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
812
813     entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
814
815     if(random() > 0.5)
816         _body.touch = bumblebee_blowup;
817     else
818         _body.touch = func_null;
819
820     _body.think = bumblebee_diethink;
821     _body.nextthink = time;
822     _body.wait = time + 2 + (random() * 8);
823     _body.owner = self;
824     _body.enemy = self.enemy;
825     _body.scale = 1.5;
826     _body.angles = self.angles;
827
828     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
829
830     self.health                 = 0;
831     self.event_damage   = func_null;
832     self.solid                  = SOLID_NOT;
833     self.takedamage             = DAMAGE_NO;
834     self.deadflag               = DEAD_DYING;
835     self.movetype               = MOVETYPE_NONE;
836     self.effects                = EF_NODRAW;
837     self.colormod               = '0 0 0';
838     self.avelocity              = '0 0 0';
839     self.velocity               = '0 0 0';
840     self.touch                  = func_null;
841     self.nextthink              = 0;
842
843     setorigin(self, self.pos1);
844
845     setself(oldself);
846 }
847 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
848 {
849     SELFPARAM();
850     if(!self.gun1)
851     {
852         // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
853         self.vehicle_shieldent = spawn();
854         self.vehicle_shieldent.effects = EF_LOWPRECISION;
855         setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
856         setattachment(self.vehicle_shieldent, self, "");
857         setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
858         self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
859         self.vehicle_shieldent.think       = shieldhit_think;
860         self.vehicle_shieldent.alpha = -1;
861         self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
862
863         self.gun1 = new(vehicle_playerslot);
864         self.gun2 = new(vehicle_playerslot);
865         self.gun3 = new(bumblebee_raygun);
866
867         self.vehicle_flags |= VHF_MULTISLOT;
868
869         self.gun1.owner = self;
870         self.gun2.owner = self;
871         self.gun3.owner = self;
872
873         setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
874         setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
875         setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
876
877         setattachment(self.gun1, self, "cannon_right");
878         setattachment(self.gun2, self, "cannon_left");
879
880         // Angled bones are no fun, messes up gun-aim; so work arround it.
881         self.gun3.pos1 = self.angles;
882         self.angles = '0 0 0';
883         vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
884         ofs -= self.origin;
885         setattachment(self.gun3, self, "");
886         setorigin(self.gun3, ofs);
887         self.angles = self.gun3.pos1;
888
889         vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
890         vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
891
892         setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
893         setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
894
895         //fixme-model-bones
896         setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
897         setorigin(self.gun1.vehicle_viewport, '-85 0 50');
898         //fixme-model-bones
899         setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
900         setorigin(self.gun2.vehicle_viewport, '-85 0 50');
901
902         self.scale = 1.5;
903
904         // Raygun beam
905         if(self.gun3.enemy == world)
906         {
907             self.gun3.enemy = spawn();
908             Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
909             self.gun3.enemy.SendFlags = BRG_SETUP;
910             self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
911             self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
912         }
913     }
914
915     self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
916     self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
917     self.solid = SOLID_BBOX;
918     self.movetype = MOVETYPE_TOSS;
919     self.damageforcescale = 0.025;
920
921     self.PlayerPhysplug = bumblebee_pilot_frame;
922
923     setorigin(self, self.origin + '0 0 25');
924 }
925 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
926 {
927     SELFPARAM();
928     if(autocvar_g_vehicle_bumblebee_energy)
929     if(autocvar_g_vehicle_bumblebee_energy_regen)
930         self.vehicle_flags |= VHF_ENERGYREGEN;
931
932     if(autocvar_g_vehicle_bumblebee_shield)
933         self.vehicle_flags |= VHF_HASSHIELD;
934
935     if(autocvar_g_vehicle_bumblebee_shield_regen)
936         self.vehicle_flags |= VHF_SHIELDREGEN;
937
938     if(autocvar_g_vehicle_bumblebee_health_regen)
939         self.vehicle_flags |= VHF_HEALTHREGEN;
940
941     self.vehicle_exit = bumblebee_exit;
942     self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
943     self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
944     self.max_health = self.vehicle_health;
945     self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
946 }
947
948 #endif // SVQC
949 #ifdef CSQC
950
951 void CSQC_BUMBLE_GUN_HUD()
952 {
953         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
954                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
955                                          string_null, '0 0 0');
956 }
957
958 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
959 {
960     Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
961                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
962                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
963
964     float hudAlpha = autocvar_hud_panel_fg_alpha;
965     float blinkValue = 0.55 + sin(time * 7) * 0.45;
966     vector tmpPos  = '0 0 0';
967     vector tmpSize = '1 1 1' * hud_fontsize;
968     tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
969
970     if(!AuxiliaryXhair[1].draw2d)
971     {
972         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
973         drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
974     }
975
976     if(!AuxiliaryXhair[2].draw2d)
977     {
978         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
979         drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
980     }
981 }
982 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
983 {
984     Vehicles_drawCrosshair(vCROSS_HEAL);
985 }
986 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
987 {
988     AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
989     AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
990     AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
991 }
992
993 #endif
994 #endif