1 #include "bumblebee.qh"
4 #include <common/mutators/mutator/instagib/sv_instagib.qh>
7 const float BRG_SETUP = 2;
8 const float BRG_START = 4;
9 const float BRG_END = 8;
12 float autocvar_g_vehicle_bumblebee_respawntime = 60;
14 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
15 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
16 float autocvar_g_vehicle_bumblebee_speed_up = 350;
17 float autocvar_g_vehicle_bumblebee_speed_down = 350;
18 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
19 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
20 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
21 float autocvar_g_vehicle_bumblebee_friction = 0.5;
22 bool autocvar_g_vehicle_bumblebee_swim = true;
24 float autocvar_g_vehicle_bumblebee_energy = 500;
25 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
26 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
28 float autocvar_g_vehicle_bumblebee_health = 1000;
29 float autocvar_g_vehicle_bumblebee_health_regen = 65;
30 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
32 float autocvar_g_vehicle_bumblebee_shield = 400;
33 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
34 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
36 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
37 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
38 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
40 float autocvar_g_vehicle_bumblebee_cannon_lock = 1;
42 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 260;
43 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
44 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
45 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
46 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
49 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
50 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
51 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
52 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
54 bool autocvar_g_vehicle_bumblebee_raygun = false;
55 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
56 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
57 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
58 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
60 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
61 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
62 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
63 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
64 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
65 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
67 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
68 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
69 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
70 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
71 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
73 bool autocvar_g_vehicle_bumblebee = true;
75 bool bumblebee_gunner_frame(entity this, float dt)
77 entity vehic = this.vehicle.owner;
78 entity gun = this.vehicle;
81 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
82 //vehicles_frame(gun, player);
84 vehic.solid = SOLID_NOT;
85 //setorigin(this, vehic.origin);
86 this.velocity = vehic.velocity;
90 makevectors(vehic.angles);
94 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
95 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
96 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
100 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
101 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
102 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
104 this.oldorigin = this.origin; // negate fall damage
106 crosshair_trace(this);
107 vector _ct = trace_endpos;
110 if(autocvar_g_vehicle_bumblebee_cannon_lock)
112 if(gun.lock_time < time || IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy))
116 if(trace_ent.move_movetype)
117 if(trace_ent.takedamage)
118 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
122 if(DIFF_TEAM(trace_ent, this))
124 gun.enemy = trace_ent;
125 gun.lock_time = time + 2.5;
130 gun.enemy = trace_ent;
131 gun.lock_time = time + 0.5;
138 float distance, impact_time;
140 vector vf = real_origin(gun.enemy);
141 vector _vel = gun.enemy.velocity;
142 if(gun.enemy.move_movetype == MOVETYPE_WALK)
147 distance = vlen(ad - this.origin);
148 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
149 ad = vf + _vel * impact_time;
153 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
154 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
155 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
156 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
160 vehicle_aimturret(vehic, _ct, gun, "fire",
161 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
162 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
164 if(!weaponLocked(this) && !weaponUseForbidden(this))
165 if(PHYS_INPUT_BUTTON_ATCK(this))
166 if(time > gun.attack_finished_single[0])
167 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
169 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
170 bumblebee_fire_cannon(vehic, gun, "fire", this);
172 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
175 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
177 if(vehic.vehicle_flags & VHF_HASSHIELD)
178 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
180 ad = gettaginfo(gun, gettagindex(gun, "fire"));
181 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
183 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
186 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
188 vehic.solid = SOLID_BBOX;
189 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
190 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
193 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
198 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
199 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
202 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
205 v2 = 0.5 * (gunner.absmin + gunner.absmax);
206 for(i = 0; i < 100; ++i)
210 v = v2 + normalize(v) * mysize;
211 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
212 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
216 return prefer_spot; // this should be considered a fallback?!
219 void bumblebee_gunner_exit(entity this, int _exitflag)
221 entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
222 entity gunner = this;
223 entity vehic = gunner.owner;
225 if(IS_REAL_CLIENT(player))
228 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
229 WriteEntity(MSG_ONE, player);
231 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
232 WriteAngle(MSG_ONE, 0);
233 WriteAngle(MSG_ONE, vehic.angles.y);
234 WriteAngle(MSG_ONE, 0);
237 CSQCVehicleSetup(player, HUD_NORMAL);
238 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
240 player.takedamage = DAMAGE_AIM;
241 player.solid = SOLID_SLIDEBOX;
242 set_movetype(player, MOVETYPE_WALK);
243 player.effects &= ~EF_NODRAW;
245 player.PlayerPhysplug = func_null;
246 player.view_ofs = STAT(PL_VIEW_OFS, player);
247 player.event_damage = PlayerDamage;
248 STAT(HUD, player) = HUD_NORMAL;
249 player.teleportable = TELEPORT_NORMAL;
250 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
252 .entity weaponentity = weaponentities[slot];
253 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
254 delete(gunner.(weaponentity));
256 player.vehicle_enter_delay = time + 2;
258 fixedmakevectors(vehic.angles);
260 if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
261 if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
263 vector spot = real_origin(gunner);
264 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
265 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
267 // TODO: figure a way to move player out of the gunner
269 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
270 player.velocity_z += 10;
272 gunner.phase = time + 5;
273 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
275 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
277 player.vehicle = NULL;
280 bool bumblebee_gunner_enter(entity this, entity player)
283 entity gunner = NULL;
285 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
287 // we can have some fun
288 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
289 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
290 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
293 vehic.gunner1 = player;
298 vehic.gunner2 = player;
301 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
302 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
303 else { LOG_TRACE("Vehicle is full, fail"); return false; }
305 player.vehicle = gunner;
306 player.angles = vehic.angles;
307 player.takedamage = DAMAGE_NO;
308 player.solid = SOLID_NOT;
310 set_movetype(player, MOVETYPE_NOCLIP);
311 player.event_damage = func_null;
312 player.view_ofs = '0 0 0';
313 STAT(HUD, player) = STAT(HUD, gunner);
314 player.teleportable = false;
315 player.PlayerPhysplug = gunner.PlayerPhysplug;
316 player.vehicle_ammo1 = vehic.vehicle_ammo1;
317 player.vehicle_ammo2 = vehic.vehicle_ammo2;
318 player.vehicle_reload1 = vehic.vehicle_reload1;
319 player.vehicle_reload2 = vehic.vehicle_reload2;
320 player.vehicle_energy = vehic.vehicle_energy;
321 UNSET_ONGROUND(player);
323 RemoveGrapplingHooks(player);
325 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
327 .entity weaponentity = weaponentities[slot];
329 gunner.(weaponentity) = new(temp_wepent);
330 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
332 gunner.vehicle_exit = bumblebee_gunner_exit;
333 gunner.vehicle_hudmodel.viewmodelforclient = player;
335 if(IS_REAL_CLIENT(player))
338 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
339 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
341 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
342 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
343 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
344 WriteAngle(MSG_ONE, 0); // roll
347 CSQCVehicleSetup(player, STAT(HUD, player));
349 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
354 bool vehicles_valid_pilot(entity this, entity toucher)
356 if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
359 if((!IS_PLAYER(toucher))
360 || (IS_DEAD(toucher))
362 || (DIFF_TEAM(toucher, this))
368 void bumblebee_touch(entity this, entity toucher)
370 if(autocvar_g_vehicles_enter) { return; }
372 if(this.gunner1 != NULL && this.gunner2 != NULL)
374 vehicles_touch(this, toucher);
378 if(vehicles_valid_pilot(this, toucher))
380 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
382 if(time >= toucher.vehicle_enter_delay && phase_time)
383 if(bumblebee_gunner_enter(this, toucher))
387 vehicles_touch(this, toucher);
390 void bumblebee_regen(entity this, float dt)
392 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
393 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
394 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
396 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
397 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
398 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
400 if(this.vehicle_flags & VHF_SHIELDREGEN)
401 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);
403 if(this.vehicle_flags & VHF_HEALTHREGEN)
404 vehicles_regen_resource(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, RES_HEALTH);
406 if(this.vehicle_flags & VHF_ENERGYREGEN)
407 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);
411 bool bumblebee_pilot_frame(entity this, float dt)
413 entity vehic = this.vehicle;
418 vehic.solid = SOLID_NOT;
419 vehic.takedamage = DAMAGE_NO;
420 set_movetype(vehic, MOVETYPE_NONE);
424 vehicles_frame(vehic, this);
428 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
432 bumblebee_regen(vehic, dt);
434 crosshair_trace(this);
436 vector vang = vehic.angles;
437 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
440 if(newvel.x > 180) newvel.x -= 360;
441 if(newvel.x < -180) newvel.x += 360;
442 if(newvel.y > 180) newvel.y -= 360;
443 if(newvel.y < -180) newvel.y += 360;
445 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
446 if(ftmp > 180) ftmp -= 360;
447 if(ftmp < -180) ftmp += 360;
448 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
452 if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
454 else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
457 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
458 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
459 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
461 vehic.angles_x = anglemods(vehic.angles.x);
462 vehic.angles_y = anglemods(vehic.angles.y);
463 vehic.angles_z = anglemods(vehic.angles.z);
465 makevectors('0 1 0' * vehic.angles.y);
466 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
468 if(CS(this).movement.x != 0)
470 if(CS(this).movement.x > 0)
471 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
472 else if(CS(this).movement.x < 0)
473 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
476 if(CS(this).movement.y != 0)
478 if(CS(this).movement.y < 0)
479 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
480 else if(CS(this).movement.y > 0)
481 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
482 ftmp = newvel * v_right;
484 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
488 vehic.angles_z *= 0.95;
489 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
493 if(PHYS_INPUT_BUTTON_CROUCH(this))
494 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
495 else if(PHYS_INPUT_BUTTON_JUMP(this))
496 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
498 vehic.velocity += newvel * dt;
499 this.velocity = CS(this).movement = vehic.velocity;
502 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
504 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
505 vehic.tur_head.enemy = NULL;
508 if(trace_ent.move_movetype)
509 if(trace_ent.takedamage)
510 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
514 if(trace_ent.team == this.team)
516 vehic.tur_head.enemy = trace_ent;
517 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
522 vehic.tur_head.enemy = trace_ent;
523 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
527 if(vehic.tur_head.enemy)
529 trace_endpos = real_origin(vehic.tur_head.enemy);
530 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
534 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
535 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
536 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed, dt);
538 if(!weaponLocked(this) && !weaponUseForbidden(this))
539 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))
541 vehic.gun3.enemy.realowner = this;
542 vehic.gun3.enemy.effects &= ~EF_NODRAW;
544 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
545 vehic.gun3.enemy.SendFlags |= BRG_START;
547 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
551 if(autocvar_g_vehicle_bumblebee_raygun)
553 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);
554 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
558 if(!IS_DEAD(trace_ent))
560 if((teamplay && trace_ent.team == this.team) || !teamplay)
562 if(autocvar_g_vehicle_bumblebee_healgun_hps)
564 float hplimit = ((IS_PLAYER(trace_ent)) ? autocvar_g_vehicle_bumblebee_healgun_hmax : RES_LIMIT_NONE);
565 Heal(trace_ent, this, autocvar_g_vehicle_bumblebee_healgun_hps * dt, hplimit);
568 if(IS_VEHICLE(trace_ent))
570 if(autocvar_g_vehicle_bumblebee_healgun_sps && GetResource(trace_ent, RES_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);
573 else if(IS_CLIENT(trace_ent))
575 float maxarmor = ((MUTATOR_IS_ENABLED(mutator_instagib)) ? autocvar_g_instagib_extralives : autocvar_g_vehicle_bumblebee_healgun_amax);
576 if(GetResource(trace_ent, RES_ARMOR) <= maxarmor && autocvar_g_vehicle_bumblebee_healgun_aps)
577 GiveResourceWithLimit(trace_ent, RES_ARMOR, autocvar_g_vehicle_bumblebee_healgun_aps * dt, maxarmor);
584 vehic.gun3.enemy.hook_end = trace_endpos;
585 setorigin(vehic.gun3.enemy, trace_endpos);
586 vehic.gun3.enemy.SendFlags |= BRG_END;
588 vehic.wait = time + 1;
591 vehic.gun3.enemy.effects |= EF_NODRAW;
594 remove(vehic.gun3.enemy);
596 vehic.gun3.enemy = NULL;
600 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
601 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
603 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
604 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
606 if(vehic.vehicle_flags & VHF_HASSHIELD)
607 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
609 vehic.angles_x *= -1;
610 makevectors(vehic.angles);
611 vehic.angles_x *= -1;
612 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
613 this.oldorigin = this.origin; // negate fall damage
615 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
618 void bumblebee_land(entity this)
622 hgt = vehicle_altitude(this, 512);
623 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
624 this.angles_x *= 0.95;
625 this.angles_z *= 0.95;
628 setthink(this, vehicles_think);
630 this.nextthink = time;
632 CSQCMODEL_AUTOUPDATE(this);
635 void bumblebee_exit(entity this, int eject)
637 if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
639 bumblebee_gunner_exit(this, eject);
643 settouch(this, vehicles_touch);
647 setthink(this, bumblebee_land);
648 this.nextthink = time;
651 set_movetype(this, MOVETYPE_TOSS);
656 fixedmakevectors(this.angles);
658 if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
659 spot = this.origin + v_up * 128 + v_forward * 300;
661 spot = this.origin + v_up * 128 - v_forward * 300;
663 spot = vehicles_findgoodexit(this, this.owner, spot);
666 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
667 this.gun3.enemy.effects |= EF_NODRAW;
669 this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
670 this.owner.velocity_z += 10;
671 setorigin(this.owner, spot);
673 antilag_clear(this.owner, CS(this.owner));
677 void bumblebee_blowup(entity this)
679 RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
680 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
681 autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
682 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
683 DEATH_VH_BUMB_DEATH.m_id, DMG_NOWEP, NULL);
685 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
686 Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
688 if(this.owner.deadflag == DEAD_DYING)
689 this.owner.deadflag = DEAD_DEAD;
694 void bumblebee_dead_touch(entity this, entity toucher)
696 bumblebee_blowup(this);
699 void bumblebee_diethink(entity this)
701 if(time >= this.wait)
702 setthink(this, bumblebee_blowup);
706 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
707 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
710 this.nextthink = time + 0.1;
713 spawnfunc(vehicle_bumblebee)
715 if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
716 if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
719 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
721 if(autocvar_g_vehicle_bumblebee_bouncepain)
722 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
724 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
726 settouch(instance, bumblebee_touch);
727 instance.nextthink = 0;
728 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
730 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
732 if(!instance.gunner1)
733 if(time >= instance.gun1.phase)
734 if(instance.gun1.vehicle_enter)
735 if(instance.gun1.vehicle_enter(instance, actor))
738 if(!instance.gunner2)
739 if(time >= instance.gun2.phase)
740 if(instance.gun2.vehicle_enter)
741 if(instance.gun2.vehicle_enter(instance, actor))
744 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
746 instance.angles_z *= 0.8;
747 instance.angles_x *= 0.8;
749 instance.nextthink = time;
755 entity e = instance.gunner1;
756 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
758 gettouch(instance)(instance, e);
764 entity e = instance.gunner2;
765 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
767 gettouch(instance)(instance, e);
772 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
774 CSQCModel_UnlinkEntity(instance);
777 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
778 instance.gun3.enemy.effects |= EF_NODRAW;
781 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
784 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
786 instance.vehicle_exit(instance, VHEF_EJECT);
788 fixedmakevectors(instance.angles);
789 vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
790 vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
791 vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
793 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
796 settouch(_body, bumblebee_dead_touch);
798 settouch(_body, func_null);
800 setthink(_body, bumblebee_diethink);
801 _body.nextthink = time;
802 _body.wait = time + 2 + (random() * 8);
803 _body.owner = instance;
804 _body.enemy = instance.enemy;
806 _body.angles = instance.angles;
808 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
810 SetResourceExplicit(instance, RES_HEALTH, 0);
811 instance.event_damage = func_null;
812 instance.solid = SOLID_NOT;
813 instance.takedamage = DAMAGE_NO;
814 instance.deadflag = DEAD_DYING;
815 set_movetype(instance, MOVETYPE_NONE);
816 instance.effects = EF_NODRAW;
817 instance.colormod = '0 0 0';
818 instance.avelocity = '0 0 0';
819 instance.velocity = '0 0 0';
820 settouch(instance, func_null);
821 instance.nextthink = 0;
823 setorigin(instance, instance.pos1);
825 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
829 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
830 instance.vehicle_shieldent = spawn();
831 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
832 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
833 setattachment(instance.vehicle_shieldent, instance, "");
834 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
835 instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
836 setthink(instance.vehicle_shieldent, shieldhit_think);
837 instance.vehicle_shieldent.alpha = -1;
838 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
840 instance.gun1 = new(vehicle_playerslot);
841 instance.gun2 = new(vehicle_playerslot);
842 instance.gun3 = new(bumblebee_raygun);
844 instance.vehicle_flags |= VHF_MULTISLOT;
846 instance.gun1.owner = instance;
847 instance.gun2.owner = instance;
848 instance.gun3.owner = instance;
850 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
851 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
852 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
854 setattachment(instance.gun1, instance, "cannon_right");
855 setattachment(instance.gun2, instance, "cannon_left");
857 // Angled bones are no fun, messes up gun-aim; so work arround it.
858 instance.gun3.pos1 = instance.angles;
859 instance.angles = '0 0 0';
860 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
861 ofs -= instance.origin;
862 setattachment(instance.gun3, instance, "");
863 setorigin(instance.gun3, ofs);
864 instance.angles = instance.gun3.pos1;
866 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
867 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
869 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
870 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
873 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
874 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
876 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
877 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
879 instance.scale = 1.5;
882 if(instance.gun3.enemy == NULL)
884 instance.gun3.enemy = spawn();
885 Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
886 instance.gun3.enemy.SendFlags = BRG_SETUP;
887 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
888 instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
892 if(!autocvar_g_vehicle_bumblebee_swim)
893 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
895 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
896 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
897 instance.solid = SOLID_BBOX;
898 set_movetype(instance, MOVETYPE_TOSS);
899 instance.damageforcescale = 0.025;
901 instance.PlayerPhysplug = bumblebee_pilot_frame;
903 setorigin(instance, instance.origin + '0 0 25');
905 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
907 if(autocvar_g_vehicle_bumblebee_energy)
908 if(autocvar_g_vehicle_bumblebee_energy_regen)
909 instance.vehicle_flags |= VHF_ENERGYREGEN;
911 if(autocvar_g_vehicle_bumblebee_shield)
912 instance.vehicle_flags |= VHF_HASSHIELD;
914 if(autocvar_g_vehicle_bumblebee_shield_regen)
915 instance.vehicle_flags |= VHF_SHIELDREGEN;
917 if(autocvar_g_vehicle_bumblebee_health_regen)
918 instance.vehicle_flags |= VHF_HEALTHREGEN;
920 instance.vehicle_exit = bumblebee_exit;
921 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
922 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
923 instance.max_health = GetResource(instance, RES_HEALTH);
924 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
930 void CSQC_BUMBLE_GUN_HUD()
932 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
933 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
934 string_null, '0 0 0');
937 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
939 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
940 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
941 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
943 float hudAlpha = autocvar_hud_panel_fg_alpha;
944 float blinkValue = 0.55 + sin(time * 7) * 0.45;
945 vector tmpPos = '0 0 0';
946 vector tmpSize = hud_fontsize;
947 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
949 if(!AuxiliaryXhair[1].draw2d)
951 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
952 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
955 if(!AuxiliaryXhair[2].draw2d)
957 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
958 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
961 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
963 Vehicles_drawCrosshair(vCROSS_HEAL);
965 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
967 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
968 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
969 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2