]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/vehicles/vehicle/bumblebee.qc
Merge branch 'master' into Mario/user_movetypes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / bumblebee.qc
1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
4
5 #include "bumblebee_weapons.qh"
6
7 CLASS(Bumblebee, Vehicle)
8 /* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE);
9 /* mins       */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130');
10 /* maxs       */ ATTRIB(Bumblebee, maxs, vector, '230 130 130');
11 /* view offset*/ ATTRIB(Bumblebee, view_ofs, vector, '0 0 300');
12 /* view dist  */ ATTRIB(Bumblebee, height, float, 450);
13 /* model          */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
14 /* model          */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
15 /* head_model */ ATTRIB(Bumblebee, head_model, string, "");
16 /* hud_model  */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
17 /* tags       */ ATTRIB(Bumblebee, tag_head, string, "");
18 /* tags       */ ATTRIB(Bumblebee, tag_hud, string, "");
19 /* tags       */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport");
20 /* netname    */ ATTRIB(Bumblebee, netname, string, "bumblebee");
21 /* fullname   */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee"));
22 /* icon       */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble");
23 ENDCLASS(Bumblebee)
24 REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
25
26 #ifndef MENUQC
27         MODEL(VEH_BUMBLEBEE_GUNCOCKPIT, "models/vehicles/wakizashi_cockpit.dpm");
28 #endif
29
30 #endif
31
32 #ifdef IMPLEMENTATION
33
34 const float BRG_SETUP = 2;
35 const float BRG_START = 4;
36 const float BRG_END = 8;
37
38 #ifdef SVQC
39 float autocvar_g_vehicle_bumblebee_respawntime = 60;
40
41 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
42 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
43 float autocvar_g_vehicle_bumblebee_speed_up = 350;
44 float autocvar_g_vehicle_bumblebee_speed_down = 350;
45 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
46 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
47 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
48 float autocvar_g_vehicle_bumblebee_friction = 0.5;
49 bool autocvar_g_vehicle_bumblebee_swim = false;
50
51 float autocvar_g_vehicle_bumblebee_energy = 500;
52 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
53 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
54
55 float autocvar_g_vehicle_bumblebee_health = 1000;
56 float autocvar_g_vehicle_bumblebee_health_regen = 65;
57 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
58
59 float autocvar_g_vehicle_bumblebee_shield = 400;
60 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
61 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
62
63 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
64 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
65 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
66
67 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
68
69 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
70 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
71 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
72 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
73 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
74
75
76 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
77 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
78 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
79 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
80
81 bool autocvar_g_vehicle_bumblebee_raygun = false;
82 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
83 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
84 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
85 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
86
87 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
88 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
89 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
90 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
91 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
92 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
93
94 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
95 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
96 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
97 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
98 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
99
100 bool autocvar_g_vehicle_bumblebee = true;
101
102 bool bumblebee_gunner_frame(entity this, float dt)
103 {
104         entity vehic = this.vehicle.owner;
105         entity gun = this.vehicle;
106         return = true;
107
108         // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
109         //vehicles_frame(gun, player);
110
111         vehic.solid = SOLID_NOT;
112         //setorigin(this, vehic.origin);
113         this.velocity = vehic.velocity;
114
115         float _in, _out;
116         vehic.angles_x *= -1;
117         makevectors(vehic.angles);
118         vehic.angles_x *= -1;
119         if(gun == vehic.gun1)
120         {
121                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
122                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
123                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
124         }
125         else
126         {
127                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
128                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
129                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
130         }
131
132         crosshair_trace(this);
133         vector _ct = trace_endpos;
134         vector ad;
135
136         if(autocvar_g_vehicle_bumblebee_cannon_lock)
137         {
138                 if(gun.lock_time < time)
139                         gun.enemy = NULL;
140
141                 if(trace_ent)
142                         if(trace_ent.move_movetype)
143                                 if(trace_ent.takedamage)
144                                         if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
145                                         {
146                                                 if(DIFF_TEAM(trace_ent, this))
147                                                 {
148                                                         gun.enemy = trace_ent;
149                                                         gun.lock_time = time + 5;
150                                                 }
151                                         }
152         }
153
154         if(gun.enemy)
155         {
156                 float distance, impact_time;
157
158                 vector vf = real_origin(gun.enemy);
159                 vector _vel = gun.enemy.velocity;
160                 if(gun.enemy.move_movetype == MOVETYPE_WALK)
161                         _vel.z *= 0.1;
162
163
164                 ad = vf;
165                 distance = vlen(ad - this.origin);
166                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
167                 ad = vf + _vel * impact_time;
168                 trace_endpos = ad;
169
170
171                 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
172                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
173                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
174                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
175
176         }
177         else
178                 vehicle_aimturret(vehic, _ct, gun, "fire",
179                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
180                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
181
182         if(!forbidWeaponUse(this))
183         if(PHYS_INPUT_BUTTON_ATCK(this))
184                 if(time > gun.attack_finished_single[0])
185                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
186                         {
187                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
188                                 bumblebee_fire_cannon(vehic, gun, "fire", this);
189                                 gun.delay = time;
190                                 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
191                         }
192
193         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
194
195         if(vehic.vehicle_flags & VHF_HASSHIELD)
196                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
197
198         ad = gettaginfo(gun, gettagindex(gun, "fire"));
199         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
200
201         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
202
203         if(vehic.owner)
204                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
205
206         vehic.solid = SOLID_BBOX;
207         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
208         this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
209 }
210
211 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
212 {
213         //vector exitspot;
214         float mysize;
215
216         tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
217         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
218                 return prefer_spot;
219
220         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
221         float i;
222         vector v, v2;
223         v2 = 0.5 * (gunner.absmin + gunner.absmax);
224         for(i = 0; i < 100; ++i)
225         {
226                 v = randomvec();
227                 v_z = 0;
228                 v = v2 + normalize(v) * mysize;
229                 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
230                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
231                         return v;
232         }
233
234         return prefer_spot; // this should be considered a fallback?!
235 }
236
237 void bumblebee_gunner_exit(entity this, int _exitflag)
238 {
239         entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
240         entity gunner = this;
241         entity vehic = gunner.owner;
242
243         if(IS_REAL_CLIENT(player))
244         {
245                 msg_entity = player;
246                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
247                 WriteEntity(MSG_ONE, player);
248
249                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
250                 WriteAngle(MSG_ONE, 0);
251                 WriteAngle(MSG_ONE, vehic.angles.y);
252                 WriteAngle(MSG_ONE, 0);
253         }
254
255         CSQCVehicleSetup(player, HUD_NORMAL);
256         setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
257
258         player.takedamage     = DAMAGE_AIM;
259         player.solid          = SOLID_SLIDEBOX;
260         set_movetype(player, MOVETYPE_WALK);
261         player.effects       &= ~EF_NODRAW;
262         player.alpha          = 1;
263         player.PlayerPhysplug = func_null;
264         player.view_ofs       = STAT(PL_VIEW_OFS, NULL);
265         player.event_damage   = PlayerDamage;
266         player.hud            = HUD_NORMAL;
267         player.teleportable       = TELEPORT_NORMAL;
268         PS(player).m_switchweapon = gunner.m_switchweapon;
269         player.vehicle_enter_delay = time + 2;
270
271         fixedmakevectors(vehic.angles);
272
273         if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
274         if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
275
276         vector spot = real_origin(gunner);
277         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
278         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
279
280         // TODO: figure a way to move player out of the gunner
281
282         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
283         player.velocity_z += 10;
284
285         gunner.phase = time + 5;
286         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
287
288         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
289
290         player.vehicle = NULL;
291 }
292
293 bool bumblebee_gunner_enter(entity this, entity player)
294 {
295         entity vehic = this;
296         entity gunner = NULL;
297
298         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
299         {
300                 // we can have some fun
301                 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
302                 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
303                 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
304                 {
305                         gunner = vehic.gun1;
306                         vehic.gunner1 = player;
307                 }
308                 else
309                 {
310                         gunner = vehic.gun2;
311                         vehic.gunner2 = player;
312                 }
313         }
314         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
315         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
316         else { LOG_TRACE("Vehicle is full, fail"); return false; }
317
318         player.vehicle                  = gunner;
319         player.angles                   = vehic.angles;
320         player.takedamage               = DAMAGE_NO;
321         player.solid                    = SOLID_NOT;
322         player.alpha                    = -1;
323         set_movetype(player, MOVETYPE_NOCLIP);
324         player.event_damage     = func_null;
325         player.view_ofs                 = '0 0 0';
326         player.hud                              = gunner.hud;
327         player.teleportable     = false;
328         player.PlayerPhysplug   = gunner.PlayerPhysplug;
329         player.vehicle_ammo1    = vehic.vehicle_ammo1;
330         player.vehicle_ammo2    = vehic.vehicle_ammo2;
331         player.vehicle_reload1  = vehic.vehicle_reload1;
332         player.vehicle_reload2  = vehic.vehicle_reload2;
333         player.vehicle_energy   = vehic.vehicle_energy;
334         UNSET_ONGROUND(player);
335
336         RemoveGrapplingHook(player);
337
338         gunner.m_switchweapon = PS(player).m_switchweapon;
339         gunner.vehicle_exit = bumblebee_gunner_exit;
340         gunner.vehicle_hudmodel.viewmodelforclient = player;
341
342         if(IS_REAL_CLIENT(player))
343         {
344                 msg_entity = player;
345                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
346                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
347
348                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
349                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
350                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
351                 WriteAngle(MSG_ONE,     0); // roll
352         }
353
354         CSQCVehicleSetup(player, player.hud);
355
356         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
357
358         return true;
359 }
360
361 bool vehicles_valid_pilot(entity this, entity toucher)
362 {
363         if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
364                 return false;
365
366         if((!IS_PLAYER(toucher))
367         || (IS_DEAD(toucher))
368         || (toucher.vehicle)
369         || (DIFF_TEAM(toucher, this))
370         ) { return false; }
371
372         return true;
373 }
374
375 void bumblebee_touch(entity this, entity toucher)
376 {
377         if(autocvar_g_vehicles_enter) { return; }
378
379         if(this.gunner1 != NULL && this.gunner2 != NULL)
380         {
381                 vehicles_touch(this, toucher);
382                 return;
383         }
384
385         if(vehicles_valid_pilot(this, toucher))
386         {
387                 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
388
389                 if(time >= toucher.vehicle_enter_delay && phase_time)
390                 if(bumblebee_gunner_enter(this, toucher))
391                         return;
392         }
393
394         vehicles_touch(this, toucher);
395 }
396
397 void bumblebee_regen(entity this, float dt)
398 {
399         if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
400                 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
401                                                                            this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
402
403         if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
404                 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
405                                                                            this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
406
407         if(this.vehicle_flags  & VHF_SHIELDREGEN)
408                 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);
409
410         if(this.vehicle_flags  & VHF_HEALTHREGEN)
411                 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);
412
413         if(this.vehicle_flags  & VHF_ENERGYREGEN)
414                 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);
415
416 }
417
418 bool bumblebee_pilot_frame(entity this, float dt)
419 {
420         entity vehic = this.vehicle;
421         return = true;
422
423         if(intermission_running)
424         {
425                 vehic.velocity = '0 0 0';
426                 vehic.avelocity = '0 0 0';
427                 return;
428         }
429
430         vehicles_frame(vehic, this);
431
432         if(IS_DEAD(vehic))
433         {
434                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
435                 return;
436         }
437
438         bumblebee_regen(vehic, dt);
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 *= dt * 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 * dt;
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 = NULL;
512
513                 if(trace_ent)
514                 if(trace_ent.move_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 * PHYS_INPUT_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 * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
560                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
561                         }
562                         else
563                         {
564                                 if(!IS_DEAD(trace_ent))
565                                         if((teamplay && trace_ent.team == this.team) || !teamplay)
566                                         {
567
568                                                 if(IS_VEHICLE(trace_ent))
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 * dt, 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 * dt, 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 * dt, 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 * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
583
584                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, 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 * dt, 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 = NULL;
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
631 void bumblebee_land(entity this)
632 {
633         float hgt;
634
635         hgt = vehicle_altitude(this, 512);
636         this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
637         this.angles_x *= 0.95;
638         this.angles_z *= 0.95;
639
640         if(hgt < 16)
641                 setthink(this, vehicles_think);
642
643         this.nextthink = time;
644
645         CSQCMODEL_AUTOUPDATE(this);
646 }
647
648 void bumblebee_exit(entity this, int eject)
649 {
650         if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
651         {
652                 bumblebee_gunner_exit(this, eject);
653                 return;
654         }
655
656         settouch(this, vehicles_touch);
657
658         if(!IS_DEAD(this))
659         {
660                 setthink(this, bumblebee_land);
661                 this.nextthink  = time;
662         }
663
664         set_movetype(this, MOVETYPE_TOSS);
665
666         if(!this.owner)
667                 return;
668
669         fixedmakevectors(this.angles);
670         vector spot;
671         if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
672                 spot = this.origin + v_up * 128 + v_forward * 300;
673         else
674                 spot = this.origin + v_up * 128 - v_forward * 300;
675
676         spot = vehicles_findgoodexit(this, spot);
677
678         // Hide beam
679         if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
680                 this.gun3.enemy.effects |= EF_NODRAW;
681
682         this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
683         this.owner.velocity_z += 10;
684         setorigin(this.owner, spot);
685
686         antilag_clear(this.owner, CS(this.owner));
687         this.owner = NULL;
688 }
689
690 void bumblebee_blowup(entity this)
691 {
692         RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
693                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
694                                  autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
695                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
696                                  DEATH_VH_BUMB_DEATH.m_id, NULL);
697
698         sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
699         Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
700
701         if(this.owner.deadflag == DEAD_DYING)
702                 this.owner.deadflag = DEAD_DEAD;
703
704         delete(this);
705 }
706
707 void bumblebee_dead_touch(entity this, entity toucher)
708 {
709         bumblebee_blowup(this);
710 }
711
712 void bumblebee_diethink(entity this)
713 {
714         if(time >= this.wait)
715                 setthink(this, bumblebee_blowup);
716
717         if(random() < 0.1)
718         {
719                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
720                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
721         }
722
723         this.nextthink = time + 0.1;
724 }
725
726 spawnfunc(vehicle_bumblebee)
727 {
728         if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
729         if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
730 }
731
732 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
733 {
734     if(autocvar_g_vehicle_bumblebee_bouncepain)
735         vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
736 }
737 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
738 {
739     settouch(instance, bumblebee_touch);
740     instance.nextthink = 0;
741     set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
742 }
743 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
744 {
745         if(!instance.gunner1)
746         if(time >= instance.gun1.phase)
747         if(instance.gun1.vehicle_enter)
748         if(instance.gun1.vehicle_enter(instance, actor))
749                 return;
750
751         if(!instance.gunner2)
752         if(time >= instance.gun2.phase)
753         if(instance.gun2.vehicle_enter)
754         if(instance.gun2.vehicle_enter(instance, actor))
755                 return;
756 }
757 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
758 {
759     instance.angles_z *= 0.8;
760     instance.angles_x *= 0.8;
761
762     instance.nextthink = time;
763
764     if(!instance.owner)
765     {
766         if(instance.gunner1)
767         {
768                 entity e = instance.gunner1;
769                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
770                 instance.phase = 0;
771                 gettouch(instance)(instance, e);
772                 return;
773         }
774
775         if(instance.gunner2)
776         {
777                 entity e = instance.gunner2;
778                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
779                 instance.phase = 0;
780                 gettouch(instance)(instance, e);
781             return;
782         }
783     }
784 }
785 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
786 {
787         CSQCModel_UnlinkEntity(instance);
788
789         // hide beam
790         if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
791                 instance.gun3.enemy.effects |= EF_NODRAW;
792
793         if(instance.gunner1)
794                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
795
796         if(instance.gunner2)
797                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
798
799         instance.vehicle_exit(instance, VHEF_EJECT);
800
801     fixedmakevectors(instance.angles);
802     vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
803     vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
804     vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
805
806     entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
807
808     if(random() > 0.5)
809         settouch(_body, bumblebee_dead_touch);
810     else
811         settouch(_body, func_null);
812
813     setthink(_body, bumblebee_diethink);
814     _body.nextthink = time;
815     _body.wait = time + 2 + (random() * 8);
816     _body.owner = instance;
817     _body.enemy = instance.enemy;
818     _body.scale = 1.5;
819     _body.angles = instance.angles;
820
821     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
822
823     instance.health                     = 0;
824     instance.event_damage       = func_null;
825     instance.solid                      = SOLID_NOT;
826     instance.takedamage         = DAMAGE_NO;
827     instance.deadflag           = DEAD_DYING;
828     set_movetype(instance, MOVETYPE_NONE);
829     instance.effects            = EF_NODRAW;
830     instance.colormod           = '0 0 0';
831     instance.avelocity          = '0 0 0';
832     instance.velocity           = '0 0 0';
833     settouch(instance, func_null);
834     instance.nextthink          = 0;
835
836     setorigin(instance, instance.pos1);
837 }
838 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
839 {
840     if(!instance.gun1)
841     {
842         // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
843         instance.vehicle_shieldent = spawn();
844         instance.vehicle_shieldent.effects = EF_LOWPRECISION;
845         setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
846         setattachment(instance.vehicle_shieldent, instance, "");
847         setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
848         instance.vehicle_shieldent.scale       = 512 / vlen(instance.maxs - instance.mins);
849         setthink(instance.vehicle_shieldent, shieldhit_think);
850         instance.vehicle_shieldent.alpha = -1;
851         instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
852
853         instance.gun1 = new(vehicle_playerslot);
854         instance.gun2 = new(vehicle_playerslot);
855         instance.gun3 = new(bumblebee_raygun);
856
857         instance.vehicle_flags |= VHF_MULTISLOT;
858
859         instance.gun1.owner = instance;
860         instance.gun2.owner = instance;
861         instance.gun3.owner = instance;
862
863         setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
864         setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
865         setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
866
867         setattachment(instance.gun1, instance, "cannon_right");
868         setattachment(instance.gun2, instance, "cannon_left");
869
870         // Angled bones are no fun, messes up gun-aim; so work arround it.
871         instance.gun3.pos1 = instance.angles;
872         instance.angles = '0 0 0';
873         vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
874         ofs -= instance.origin;
875         setattachment(instance.gun3, instance, "");
876         setorigin(instance.gun3, ofs);
877         instance.angles = instance.gun3.pos1;
878
879         vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
880         vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
881
882         setorigin(instance.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
883         setorigin(instance.vehicle_viewport, '5 0 2');    // Move camera forward up
884
885         //fixme-model-bones
886         setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
887         setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
888         //fixme-model-bones
889         setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
890         setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
891
892         instance.scale = 1.5;
893
894         // Raygun beam
895         if(instance.gun3.enemy == NULL)
896         {
897             instance.gun3.enemy = spawn();
898             Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
899             instance.gun3.enemy.SendFlags = BRG_SETUP;
900             instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
901             instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
902         }
903     }
904
905     if(!autocvar_g_vehicle_bumblebee_swim)
906         instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
907
908     instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
909     instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
910     instance.solid = SOLID_BBOX;
911     set_movetype(instance, MOVETYPE_TOSS);
912     instance.damageforcescale = 0.025;
913
914     instance.PlayerPhysplug = bumblebee_pilot_frame;
915
916     setorigin(instance, instance.origin + '0 0 25');
917 }
918 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
919 {
920     if(autocvar_g_vehicle_bumblebee_energy)
921     if(autocvar_g_vehicle_bumblebee_energy_regen)
922         instance.vehicle_flags |= VHF_ENERGYREGEN;
923
924     if(autocvar_g_vehicle_bumblebee_shield)
925         instance.vehicle_flags |= VHF_HASSHIELD;
926
927     if(autocvar_g_vehicle_bumblebee_shield_regen)
928         instance.vehicle_flags |= VHF_SHIELDREGEN;
929
930     if(autocvar_g_vehicle_bumblebee_health_regen)
931         instance.vehicle_flags |= VHF_HEALTHREGEN;
932
933     instance.vehicle_exit = bumblebee_exit;
934     instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
935     instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
936     instance.max_health = instance.vehicle_health;
937     instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
938 }
939
940 #endif // SVQC
941 #ifdef CSQC
942
943 void CSQC_BUMBLE_GUN_HUD()
944 {
945         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
946                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
947                                          string_null, '0 0 0');
948 }
949
950 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
951 {
952     Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
953                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
954                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
955
956     float hudAlpha = autocvar_hud_panel_fg_alpha;
957     float blinkValue = 0.55 + sin(time * 7) * 0.45;
958     vector tmpPos  = '0 0 0';
959     vector tmpSize = '1 1 1' * hud_fontsize;
960     tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
961
962     if(!AuxiliaryXhair[1].draw2d)
963     {
964         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
965         drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
966     }
967
968     if(!AuxiliaryXhair[2].draw2d)
969     {
970         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
971         drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
972     }
973 }
974 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
975 {
976     Vehicles_drawCrosshair(vCROSS_HEAL);
977 }
978 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
979 {
980     AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
981     AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
982     AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
983 }
984
985 #endif
986 #endif