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1 #include "spiderbot.qh"
2
3 #if defined(SVQC)
4         #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
5 #endif
6
7 #ifdef GAMEQC
8
9 const int SBRM_FIRST = 1;
10 const int SBRM_VOLLY = 1;
11 const int SBRM_GUIDE = 2;
12 const int SBRM_ARTILLERY = 3;
13 const int SBRM_LAST = 3;
14
15 #ifdef SVQC
16 bool autocvar_g_vehicle_spiderbot = true;
17
18 float autocvar_g_vehicle_spiderbot_respawntime = 45;
19
20 float autocvar_g_vehicle_spiderbot_speed_stop = 50;
21 float autocvar_g_vehicle_spiderbot_speed_strafe = 400;
22 float autocvar_g_vehicle_spiderbot_speed_walk = 500;
23 float autocvar_g_vehicle_spiderbot_speed_run = 700;
24 float autocvar_g_vehicle_spiderbot_turnspeed = 90;
25 float autocvar_g_vehicle_spiderbot_turnspeed_strafe = 300;
26 float autocvar_g_vehicle_spiderbot_movement_inertia = 0.15;
27
28 float autocvar_g_vehicle_spiderbot_springlength = 150;
29 float autocvar_g_vehicle_spiderbot_springup = 20;
30 float autocvar_g_vehicle_spiderbot_springblend = 0.1;
31 float autocvar_g_vehicle_spiderbot_tiltlimit = 90;
32
33 float autocvar_g_vehicle_spiderbot_head_pitchlimit_down = -20;
34 float autocvar_g_vehicle_spiderbot_head_pitchlimit_up = 30;
35 float autocvar_g_vehicle_spiderbot_head_turnlimit = 90;
36 float autocvar_g_vehicle_spiderbot_head_turnspeed = 110;
37
38 int autocvar_g_vehicle_spiderbot_health = 800;
39 float autocvar_g_vehicle_spiderbot_health_regen = 10;
40 float autocvar_g_vehicle_spiderbot_health_regen_pause = 5;
41
42 int autocvar_g_vehicle_spiderbot_shield = 200;
43 float autocvar_g_vehicle_spiderbot_shield_regen = 25;
44 float autocvar_g_vehicle_spiderbot_shield_regen_pause = 0.35;
45
46 // 'minspeed_for_pain speedchange_to_pain_factor max_damage'
47 vector autocvar_g_vehicle_spiderbot_bouncepain = '0 0 0';
48
49 .float jump_delay;
50 bool spiderbot_frame(entity this, float dt)
51 {
52         entity vehic = this.vehicle;
53         return = true;
54
55         if(game_stopped)
56         {
57                 vehic.solid = SOLID_NOT;
58                 vehic.takedamage = DAMAGE_NO;
59                 set_movetype(vehic, MOVETYPE_NONE);
60                 return;
61         }
62
63         vehicles_frame(vehic, this);
64
65         PHYS_INPUT_BUTTON_ZOOM(this) = false;
66         PHYS_INPUT_BUTTON_CROUCH(this) = false;
67         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
68         {
69                 .entity weaponentity = weaponentities[slot];
70                 this.(weaponentity).m_switchweapon = WEP_Null;
71         }
72         STAT(VEHICLESTAT_W2MODE, this) = STAT(VEHICLESTAT_W2MODE, vehic);
73
74
75 #if 1 // 0 to enable per-gun impact aux crosshairs
76         // Avarage gun impact point's -> aux cross
77         vector ad = gettaginfo(vehic.tur_head, gettagindex(vehic.tur_head, "tag_hardpoint01"));
78         vector vf = v_forward;
79         ad += gettaginfo(vehic.tur_head, gettagindex(vehic.tur_head, "tag_hardpoint02"));
80         vf += v_forward;
81         ad = ad * 0.5;
82         v_forward = vf * 0.5;
83         traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
84         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0);
85 #else
86         vector ad = gettaginfo(vehic.gun1, gettagindex(vehic.gun1, "barrels"));
87         traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
88         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0);
89         vector vf = ad;
90         ad = gettaginfo(vehic.gun2, gettagindex(vehic.gun2, "barrels"));
91         traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
92         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 1);
93         ad = 0.5 * (ad + vf);
94 #endif
95
96         crosshair_trace(this);
97         ad = vectoangles(normalize(trace_endpos - ad));
98         ad = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(vehic.angles), AnglesTransform_FromAngles(ad))) - vehic.tur_head.angles;
99         ad = AnglesTransform_Normalize(ad, true);
100         //UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload2) + ('0 1 0' * (1 - this.vehicle_reload2)), 2);
101
102         // Rotate head
103         float ftmp = autocvar_g_vehicle_spiderbot_head_turnspeed * PHYS_INPUT_FRAMETIME;
104         ad_y = bound(-ftmp, ad_y, ftmp);
105         vehic.tur_head.angles_y = bound(autocvar_g_vehicle_spiderbot_head_turnlimit * -1, vehic.tur_head.angles_y + ad_y, autocvar_g_vehicle_spiderbot_head_turnlimit);
106
107         // Pitch head
108         ad_x = bound(ftmp * -1, ad_x, ftmp);
109         vehic.tur_head.angles_x = bound(autocvar_g_vehicle_spiderbot_head_pitchlimit_down, vehic.tur_head.angles_x + ad_x, autocvar_g_vehicle_spiderbot_head_pitchlimit_up);
110
111
112         //fixedmakevectors(vehic.angles);
113         makevectors(vehic.angles + '-2 0 0' * vehic.angles_x);
114
115         movelib_groundalign4point(vehic, autocvar_g_vehicle_spiderbot_springlength, autocvar_g_vehicle_spiderbot_springup, autocvar_g_vehicle_spiderbot_springblend, autocvar_g_vehicle_spiderbot_tiltlimit);
116
117         if(IS_ONGROUND(vehic))
118                 vehic.jump_delay = time; // reset now so movement can begin
119
120         //if(IS_ONGROUND(vehic))
121         {
122                 if(IS_ONGROUND(vehic))
123                 if(vehic.frame == 4 && vehic.tur_head.wait != 0)
124                 {
125                         sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_LAND, VOL_VEHICLEENGINE, ATTEN_NORM);
126                         vehic.frame = 5;
127                 }
128
129                 if (!PHYS_INPUT_BUTTON_JUMP(this))
130                         vehic.button2 = false;
131
132                 if((IS_ONGROUND(vehic)) && PHYS_INPUT_BUTTON_JUMP(this) && !vehic.button2 && vehic.tur_head.wait < time)
133                 {
134                         sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_JUMP, VOL_VEHICLEENGINE, ATTEN_NORM);
135                         //dprint("spiderbot_jump:", ftos(soundlength("vehicles/spiderbot_jump.wav")), "\n");
136                         vehic.delay = 0;
137
138                         vehic.tur_head.wait = time + 2;
139                         vehic.jump_delay = time + 2;
140                         vehic.button2 = true; // set spider's jump
141                         //PHYS_INPUT_BUTTON_JUMP(this) = false;
142
143                         vector movefix = '0 0 0';
144                         if(CS(this).movement_x > 0) movefix_x = 1;
145                         if(CS(this).movement_x < 0) movefix_x = -1;
146                         if(CS(this).movement_y > 0) movefix_y = 1;
147                         if(CS(this).movement_y < 0) movefix_y = -1;
148
149                         vector rt = movefix_y * v_right;
150                         vector sd = movefix_x * v_forward;
151                         if(movefix_y == 0 && movefix_x == 0)
152                                 sd = v_forward; // always do forward
153
154                         UNSET_ONGROUND(vehic);
155
156                         vehic.velocity = sd * 700 + rt * 600 + v_up * 600;
157                         vehic.frame = 4;
158                 }
159                 else if(time >= vehic.jump_delay)
160                 {
161                         if(!CS(this).movement)
162                         {
163                                 if(IS_ONGROUND(vehic))
164                                 {
165                                         if(vehic.sound_nexttime < time || vehic.delay != 3)
166                                         {
167                                                 vehic.delay = 3;
168                                                 vehic.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_idle.wav");
169                                                 //dprint("spiderbot_idle:", ftos(soundlength("vehicles/spiderbot_idle.wav")), "\n");
170                                                 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_IDLE, VOL_VEHICLEENGINE, ATTEN_NORM);
171                                         }
172                                         movelib_brake_simple(vehic, autocvar_g_vehicle_spiderbot_speed_stop);
173                                         vehic.frame = 5;
174                                 }
175                         }
176                         else
177                         {
178                                 // Turn Body
179                                 if(CS(this).movement_x == 0 && CS(this).movement_y != 0)
180                                         ftmp = autocvar_g_vehicle_spiderbot_turnspeed_strafe * PHYS_INPUT_FRAMETIME;
181                                 else
182                                         ftmp = autocvar_g_vehicle_spiderbot_turnspeed * PHYS_INPUT_FRAMETIME;
183
184                                 ftmp = bound(-ftmp, vehic.tur_head.angles_y, ftmp);
185                                 vehic.angles_y = anglemods(vehic.angles_y + ftmp);
186                                 vehic.tur_head.angles_y -= ftmp;
187
188                                 if(CS(this).movement_x != 0)
189                                 {
190                                         if(CS(this).movement_x > 0)
191                                         {
192                                                 CS(this).movement_x = 1;
193                                                 if(IS_ONGROUND(vehic))
194                                                         vehic.frame = 0;
195                                         }
196                                         else if(CS(this).movement_x < 0)
197                                         {
198                                                 CS(this).movement_x = -1;
199                                                 if(IS_ONGROUND(vehic))
200                                                         vehic.frame = 1;
201                                         }
202                                         CS(this).movement_y = 0;
203                                         float oldvelz = vehic.velocity_z;
204                                         movelib_move_simple(vehic, normalize(v_forward * CS(this).movement_x),((PHYS_INPUT_BUTTON_JUMP(this)) ? autocvar_g_vehicle_spiderbot_speed_run : autocvar_g_vehicle_spiderbot_speed_walk),autocvar_g_vehicle_spiderbot_movement_inertia);
205                                         vehic.velocity_z = oldvelz;
206                                         float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
207                                         if(vehic.velocity_z <= 20) // not while jumping
208                                                 vehic.velocity_z -= g * PHYS_INPUT_FRAMETIME * autocvar_sv_gravity;
209                                         if(IS_ONGROUND(vehic))
210                                         if(vehic.sound_nexttime < time || vehic.delay != 1)
211                                         {
212                                                 vehic.delay = 1;
213                                                 vehic.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_walk.wav");
214                                                 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_WALK, VOL_VEHICLEENGINE, ATTEN_NORM);
215                                                 //dprint("spiderbot_walk:", ftos(soundlength("vehicles/spiderbot_walk.wav")), "\n");
216                                         }
217                                 }
218                                 else if(CS(this).movement_y != 0)
219                                 {
220                                         if(CS(this).movement_y < 0)
221                                         {
222                                                 CS(this).movement_y = -1;
223                                                 if(IS_ONGROUND(vehic))
224                                                         vehic.frame = 2;
225                                         }
226                                         else if(CS(this).movement_y > 0)
227                                         {
228                                                 CS(this).movement_y = 1;
229                                                 if(IS_ONGROUND(vehic))
230                                                         vehic.frame = 3;
231                                         }
232
233                                         float oldvelz = vehic.velocity_z;
234                                         movelib_move_simple(vehic, normalize(v_right * CS(this).movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
235                                         vehic.velocity_z = oldvelz;
236                                         float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
237                                         if(vehic.velocity_z <= 20) // not while jumping
238                                                 vehic.velocity_z -= g * PHYS_INPUT_FRAMETIME * autocvar_sv_gravity;
239                                         if(IS_ONGROUND(vehic))
240                                         if(vehic.sound_nexttime < time || vehic.delay != 2)
241                                         {
242                                                 vehic.delay = 2;
243                                                 vehic.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_strafe.wav");
244                                                 sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_STRAFE, VOL_VEHICLEENGINE, ATTEN_NORM);
245                                                 //dprint("spiderbot_strafe:", ftos(soundlength("vehicles/spiderbot_strafe.wav")), "\n");
246                                         }
247                                 }
248                         }
249                 }
250         }
251
252         vehic.angles_x = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, vehic.angles_x, autocvar_g_vehicle_spiderbot_tiltlimit);
253         vehic.angles_z = bound(-autocvar_g_vehicle_spiderbot_tiltlimit, vehic.angles_z, autocvar_g_vehicle_spiderbot_tiltlimit);
254
255         if(!weaponLocked(this) && !weaponUseForbidden(this))
256         if(PHYS_INPUT_BUTTON_ATCK(this))
257         {
258                 vehic.cnt = time;
259                 if(vehic.vehicle_ammo1 >= autocvar_g_vehicle_spiderbot_minigun_ammo_cost && vehic.tur_head.attack_finished_single[0] <= time)
260                 {
261                         entity gun;
262                         vector v;
263                         vehic.misc_bulletcounter += 1;
264
265                         gun = (vehic.misc_bulletcounter % 2) ? vehic.gun1 : vehic.gun2;
266
267                         v = gettaginfo(gun, gettagindex(gun, "barrels"));
268                         v_forward = normalize(v_forward);
269                         v += v_forward * 50;
270
271                         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
272                         fireBullet(this, weaponentity, v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration,
273                                 autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_BULLET);
274
275                         sound (gun, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
276                         //trailparticles(this, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
277                         Send_Effect(EFFECT_SPIDERBOT_MINIGUN_MUZZLEFLASH, v, v_forward * 2500, 1);
278
279                         vehic.vehicle_ammo1 -= autocvar_g_vehicle_spiderbot_minigun_ammo_cost;
280                         vehic.tur_head.attack_finished_single[0] = time + autocvar_g_vehicle_spiderbot_minigun_refire;
281                         this.vehicle_ammo1 = (vehic.vehicle_ammo1 / autocvar_g_vehicle_spiderbot_minigun_ammo_max) * 100;
282                         vehic.gun1.angles_z += 45;
283                         vehic.gun2.angles_z -= 45;
284                         if(vehic.gun1.angles_z >= 360)
285                         {
286                                 vehic.gun1.angles_z = 0;
287                                 vehic.gun2.angles_z = 0;
288                         }
289                 }
290         }
291         else
292                 vehicles_regen(vehic, vehic.cnt, vehicle_ammo1, autocvar_g_vehicle_spiderbot_minigun_ammo_max,
293                                                                                    autocvar_g_vehicle_spiderbot_minigun_ammo_regen_pause,
294                                                                                    autocvar_g_vehicle_spiderbot_minigun_ammo_regen, dt, false);
295
296
297         spiderbot_rocket_do(vehic);
298
299         if(vehic.vehicle_flags  & VHF_SHIELDREGEN)
300                 vehicles_regen(vehic, vehic.dmg_time, vehicle_shield, autocvar_g_vehicle_spiderbot_shield, autocvar_g_vehicle_spiderbot_shield_regen_pause, autocvar_g_vehicle_spiderbot_shield_regen, dt, true);
301
302         if(vehic.vehicle_flags  & VHF_HEALTHREGEN)
303                 vehicles_regen_resource(vehic, vehic.dmg_time, vehicle_health, autocvar_g_vehicle_spiderbot_health, autocvar_g_vehicle_spiderbot_health_regen_pause, autocvar_g_vehicle_spiderbot_health_regen, dt, false, RES_HEALTH);
304
305         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
306         //this.vehicle_ammo2 = vehic.tur_head.frame;
307         this.vehicle_ammo2 = (9 - vehic.tur_head.frame) / 8 * 100; // Percentage, like ammo1
308
309         if(vehic.gun2.cnt <= time)
310                 this.vehicle_reload2 = 100;
311         else
312                 this.vehicle_reload2 = 100 - ((vehic.gun2.cnt - time) / vehic.attack_finished_single[0]) * 100;
313
314         setorigin(this, vehic.origin + '0 0 1' * vehic.maxs_z);
315         this.oldorigin = this.origin; // negate fall damage
316         this.velocity = vehic.velocity;
317
318         VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, spiderbot, RES_HEALTH);
319
320         if(vehic.vehicle_flags & VHF_HASSHIELD)
321                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, spiderbot);
322 }
323
324 void spiderbot_exit(entity this, int eject)
325 {
326         entity player = this.owner;
327
328         IL_EACH(g_projectiles, it.owner == player && it.classname == "spiderbot_rocket",
329         {
330                 it.realowner = player;
331                 it.owner = NULL;
332         });
333
334         setthink(this, vehicles_think);
335         this.nextthink = time;
336         this.frame = 5;
337         set_movetype(this, MOVETYPE_WALK);
338
339         if(!player)
340         {
341                 this.owner = NULL; // reset owner anyway?
342                 return;
343         }
344
345         makevectors(this.angles);
346         vector spot;
347         if(eject)
348         {
349                 spot = this.origin + v_forward * 100 + '0 0 64';
350                 spot = vehicles_findgoodexit(this, player, spot);
351                 setorigin(player, spot);
352                 player.velocity = (v_up + v_forward * 0.25) * 750;
353                 player.oldvelocity = player.velocity;
354         }
355         else
356         {
357                 if(vdist(this.velocity, >, autocvar_g_vehicle_spiderbot_speed_strafe))
358                 {
359                         player.velocity = normalize(this.velocity) * vlen(this.velocity);
360                         player.velocity_z += 200;
361                         spot = this.origin + v_forward * 128 + '0 0 64';
362                         spot = vehicles_findgoodexit(this, player, spot);
363                 }
364                 else
365                 {
366                         player.velocity = this.velocity * 0.5;
367                         player.velocity_z += 10;
368                         spot = this.origin + v_forward * 256 + '0 0 64';
369                         spot = vehicles_findgoodexit(this, player, spot);
370                 }
371                 player.oldvelocity = player.velocity;
372                 setorigin(player, spot);
373         }
374
375         antilag_clear(player, CS(player));
376         this.owner = NULL;
377 }
378
379 void spiderbot_headfade(entity this)
380 {
381         setthink(this, spiderbot_headfade);
382         this.nextthink = this.fade_time;
383         this.alpha = 1 - (time - this.fade_time) * this.fade_rate;
384
385         if(this.cnt < time || this.alpha < 0.1)
386         {
387                 if(this.alpha > 0.1)
388                 {
389                         sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
390                         Send_Effect(EFFECT_EXPLOSION_BIG, this.origin + '0 0 100', '0 0 0', 1);
391                 }
392                 delete(this);
393         }
394 }
395
396 void spiderbot_blowup(entity this)
397 {
398         if(this.cnt > time)
399         {
400                 if(random() < 0.1)
401                 {
402                         sound (this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
403                         Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
404                 }
405                 this.nextthink = time + 0.1;
406                 return;
407         }
408
409         entity h = spawn(), g1 = spawn(), g2 = spawn(), b = spawn();
410
411         setmodel(b, MDL_VEH_SPIDERBOT_BODY);
412         setmodel(h, MDL_VEH_SPIDERBOT_TOP);
413         setmodel(g1, MDL_VEH_SPIDERBOT_GUN);
414         setmodel(g2, MDL_VEH_SPIDERBOT_GUN);
415
416         setorigin(b, this.origin);
417         b.frame = 11;
418         b.angles = this.angles;
419         setsize(b, this.mins, this.maxs);
420
421         vector org = gettaginfo(this, gettagindex(this, "tag_head"));
422         setorigin(h, org);
423         set_movetype(h, MOVETYPE_BOUNCE);
424         h.solid = SOLID_BBOX;
425         h.velocity = v_up * (500 + random() * 500) + randomvec() * 128;
426         h.modelflags = MF_ROCKET;
427         h.effects = EF_FLAME | EF_LOWPRECISION;
428         h.avelocity = randomvec() * 360;
429
430         h.alpha = 1;
431         h.cnt = time + (3.5 * random());
432         h.fade_rate = 1 / min(this.respawntime, 10);
433         h.fade_time = time;
434         setthink(h, spiderbot_headfade);
435         h.nextthink = time;
436
437         org = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_hardpoint01"));
438         setorigin(g1, org);
439         set_movetype(g1, MOVETYPE_TOSS);
440         g1.solid = SOLID_CORPSE;
441         g1.velocity = v_forward * 700 + (randomvec() * 32);
442         g1.avelocity = randomvec() * 180;
443
444         org = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_hardpoint02"));
445         setorigin(g2, org);
446         set_movetype(g2, MOVETYPE_TOSS);
447         g2.solid = SOLID_CORPSE;
448         g2.velocity = v_forward * 700 + (randomvec() * 32);
449         g2.avelocity = randomvec() * 180;
450
451         h.colormod = b.colormod = g1.colormod = g2.colormod = '-2 -2 -2';
452
453         SUB_SetFade(b,  time + 5, min(this.respawntime, 1));
454         //SUB_SetFade(h,  time, min(this.respawntime, 10));
455         SUB_SetFade(g1, time, min(this.respawntime, 10));
456         SUB_SetFade(g2, time, min(this.respawntime, 10));
457
458         RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_SPID_DEATH.m_id, DMG_NOWEP, NULL);
459
460         this.alpha = this.tur_head.alpha = this.gun1.alpha = this.gun2.alpha = -1;
461         set_movetype(this, MOVETYPE_NONE);
462         this.deadflag = DEAD_DEAD;
463         this.solid = SOLID_NOT;
464         this.tur_head.effects &= ~EF_FLAME;
465         this.vehicle_hudmodel.viewmodelforclient = this;
466 }
467
468 bool spiderbot_impulse(entity this, int _imp)
469 {
470         switch(_imp)
471         {
472                 case IMP_weapon_group_1.impulse:
473                         STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_VOLLY;
474                         CSQCVehicleSetup(this, 0);
475                         return true;
476                 case IMP_weapon_group_2.impulse:
477                         STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_GUIDE;
478                         CSQCVehicleSetup(this, 0);
479                         return true;
480                 case IMP_weapon_group_3.impulse:
481                         STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_ARTILLERY;
482                         CSQCVehicleSetup(this, 0);
483                         return true;
484
485                 case IMP_weapon_next_byid.impulse:
486                 case IMP_weapon_next_bypriority.impulse:
487                 case IMP_weapon_next_bygroup.impulse:
488                         STAT(VEHICLESTAT_W2MODE, this.vehicle) += 1;
489                         if(STAT(VEHICLESTAT_W2MODE, this.vehicle) > SBRM_LAST)
490                                 STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_FIRST;
491
492                         //centerprint(this, strcat("Rocket mode is ", ftos(STAT(VEHICLESTAT_W2MODE, this.vehicle))));
493                         CSQCVehicleSetup(this, 0);
494                         return true;
495                 case IMP_weapon_last.impulse:
496                 case IMP_weapon_prev_byid.impulse:
497                 case IMP_weapon_prev_bypriority.impulse:
498                 case IMP_weapon_prev_bygroup.impulse:
499                         STAT(VEHICLESTAT_W2MODE, this.vehicle) -= 1;
500                         if(STAT(VEHICLESTAT_W2MODE, this.vehicle) < SBRM_FIRST)
501                                 STAT(VEHICLESTAT_W2MODE, this.vehicle) = SBRM_LAST;
502
503                         //centerprint(this, strcat("Rocket mode is ", ftos(STAT(VEHICLESTAT_W2MODE, this.vehicle))));
504                         CSQCVehicleSetup(this, 0);
505                         return true;
506
507                 /*
508                 case IMP_weapon_drop.impulse: // toss gun, could be used to exit?
509                         break;
510                 case IMP_weapon_reload.impulse: // Manual minigun reload?
511                         break;
512                 */
513         }
514         return false;
515 }
516
517 spawnfunc(vehicle_spiderbot)
518 {
519         if(!autocvar_g_vehicle_spiderbot) { delete(this); return; }
520         if(!vehicle_initialize(this, VEH_SPIDERBOT, false)) { delete(this); return; }
521 }
522
523 METHOD(Spiderbot, vr_impact, void(Spiderbot thisveh, entity instance))
524 {
525     if(autocvar_g_vehicle_spiderbot_bouncepain)
526         vehicles_impact(instance, autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z);
527 }
528 METHOD(Spiderbot, vr_enter, void(Spiderbot thisveh, entity instance))
529 {
530     STAT(VEHICLESTAT_W2MODE, instance) = SBRM_GUIDE;
531     set_movetype(instance, MOVETYPE_WALK);
532     CSQCVehicleSetup(instance.owner, 0);
533     instance.owner.vehicle_health = (GetResource(instance, RES_HEALTH) / autocvar_g_vehicle_spiderbot_health) * 100;
534     instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100;
535
536     if(instance.owner.flagcarried)
537     {
538         setattachment(instance.owner.flagcarried, instance.tur_head, "");
539         setorigin(instance.owner.flagcarried, '-20 0 120');
540     }
541 }
542 METHOD(Spiderbot, vr_think, void(Spiderbot thisveh, entity instance))
543 {
544     if(IS_ONGROUND(instance))
545         movelib_brake_simple(instance, autocvar_g_vehicle_spiderbot_speed_stop);
546 }
547 METHOD(Spiderbot, vr_death, void(Spiderbot thisveh, entity instance))
548 {
549         SetResourceExplicit(instance, RES_HEALTH, 0);
550     instance.event_damage               = func_null;
551     instance.takedamage                 = DAMAGE_NO;
552     settouch(instance, func_null);
553     instance.cnt                                = 3.4 + time + random() * 2;
554     setthink(instance, spiderbot_blowup);
555     instance.nextthink                  = time;
556     instance.deadflag                   = DEAD_DYING;
557     instance.frame                              = 5;
558     instance.tur_head.effects  |= EF_FLAME;
559     instance.colormod                   = instance.tur_head.colormod = '-1 -1 -1';
560     instance.frame                              = 10;
561     set_movetype(instance, MOVETYPE_TOSS);
562
563     CSQCModel_UnlinkEntity(instance); // networking the death scene would be a nightmare
564 }
565 METHOD(Spiderbot, vr_spawn, void(Spiderbot thisveh, entity instance))
566 {
567     if(!instance.gun1)
568     {
569         instance.vehicles_impulse = spiderbot_impulse;
570         instance.gun1 = spawn();
571         instance.gun2 = spawn();
572         setmodel(instance.gun1, MDL_VEH_SPIDERBOT_GUN);
573         setmodel(instance.gun2, MDL_VEH_SPIDERBOT_GUN);
574         setattachment(instance.gun1, instance.tur_head, "tag_hardpoint01");
575         setattachment(instance.gun2, instance.tur_head, "tag_hardpoint02");
576         instance.gravity = 2;
577         instance.mass = 5000;
578     }
579
580     instance.frame = 5;
581     instance.tur_head.frame = 1;
582     set_movetype(instance, MOVETYPE_WALK);
583     instance.solid = SOLID_SLIDEBOX;
584     instance.alpha = instance.tur_head.alpha = instance.gun1.alpha = instance.gun2.alpha = 1;
585     instance.tur_head.angles = '0 0 0';
586     instance.vehicle_exit = spiderbot_exit;
587
588     setorigin(instance, instance.pos1 + '0 0 128');
589     instance.angles = instance.pos2;
590     instance.damageforcescale = 0.03;
591     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_spiderbot_health);
592     instance.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
593
594     instance.PlayerPhysplug = spiderbot_frame;
595 }
596 METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance))
597 {
598     if(autocvar_g_vehicle_spiderbot_shield)
599         instance.vehicle_flags |= VHF_HASSHIELD;
600
601     if(autocvar_g_vehicle_spiderbot_shield_regen)
602         instance.vehicle_flags |= VHF_SHIELDREGEN;
603
604     if(autocvar_g_vehicle_spiderbot_health_regen)
605         instance.vehicle_flags |= VHF_HEALTHREGEN;
606
607     instance.respawntime = autocvar_g_vehicle_spiderbot_respawntime;
608     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_spiderbot_health);
609     instance.vehicle_shield = autocvar_g_vehicle_spiderbot_shield;
610     instance.max_health = GetResource(instance, RES_HEALTH);
611     instance.pushable = true; // spiderbot can use jumppads
612 }
613
614 #endif // SVQC
615 #ifdef CSQC
616 //float autocvar_cl_vehicle_spiderbot_cross_alpha = 0.6;
617 //float autocvar_cl_vehicle_spiderbot_cross_size = 1;
618
619 METHOD(Spiderbot, vr_hud, void(Spiderbot thisveh))
620 {
621     Vehicles_drawHUD(VEH_SPIDERBOT.m_icon, "vehicle_spider_weapon1", "vehicle_spider_weapon2",
622                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
623                      "vehicle_icon_ammo2", autocvar_hud_progressbar_vehicles_ammo2_color);
624 }
625 METHOD(Spiderbot, vr_crosshair, void(Spiderbot thisveh, entity player))
626 {
627     string crosshair;
628
629     switch(weapon2mode)
630     {
631         case SBRM_VOLLY:     crosshair = vCROSS_BURST; break;
632         case SBRM_GUIDE:     crosshair = vCROSS_GUIDE; break;
633         case SBRM_ARTILLERY: crosshair = vCROSS_RAIN;  break;
634         default:             crosshair = vCROSS_BURST;
635     }
636
637     Vehicles_drawCrosshair(crosshair);
638 }
639 METHOD(Spiderbot, vr_setup, void(Spiderbot thisveh, entity instance))
640 {
641     AuxiliaryXhair[0].axh_image = vCROSS_HINT; // Minigun1
642     AuxiliaryXhair[1].axh_image = vCROSS_HINT; // Minigun2
643 }
644
645 #endif
646
647 #endif