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