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Cleanup vehicle #includes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / bumblebee.qc
1 #include "vehicle.qh"
2 #include "bumblebee.qh"
3
4 #ifdef SVQC
5 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
6 {
7         vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
8         vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
9                                                 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
10                                                 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
11                                                 DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
12 }
13
14 float bumb_gunner_frame()
15 {
16         entity vehic    = self.vehicle.owner;
17         entity gun      = self.vehicle;
18         entity gunner   = self;
19         self = vehic;
20
21
22
23
24         vehic.solid = SOLID_NOT;
25         //setorigin(gunner, vehic.origin);
26         gunner.velocity = vehic.velocity;
27
28         float _in, _out;
29         vehic.angles_x *= -1;
30         makevectors(vehic.angles);
31         vehic.angles_x *= -1;
32         if((gun == vehic.gun1))
33         {
34                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
35                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
36                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
37         }
38         else
39         {
40                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
41                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
42                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
43         }
44
45         crosshair_trace(gunner);
46         vector _ct = trace_endpos;
47         vector ad;
48
49         if(autocvar_g_vehicle_bumblebee_cannon_lock)
50         {
51                 if(gun.lock_time < time)
52                         gun.enemy = world;
53
54                 if(trace_ent)
55                         if(trace_ent.movetype)
56                                 if(trace_ent.takedamage)
57                                         if(!trace_ent.deadflag)
58                                         {
59                                                 if(teamplay)
60                                                 {
61                                                         if(trace_ent.team != gunner.team)
62                                                         {
63                                                                 gun.enemy = trace_ent;
64                                                                 gun.lock_time = time + 5;
65                                                         }
66                                                 }
67                                                 else
68                                                 {
69                                                         gun.enemy = trace_ent;
70                                                         gun.lock_time = time + 5;
71                                                 }
72                                         }
73         }
74
75         if(gun.enemy)
76         {
77                 float i, distance, impact_time;
78
79                 vector vf = real_origin(gun.enemy);
80                 vector _vel = gun.enemy.velocity;
81                 if(gun.enemy.movetype == MOVETYPE_WALK)
82                         _vel.z *= 0.1;
83
84
85                 ad = vf;
86                 for(i = 0; i < 4; ++i)
87                 {
88                         distance = vlen(ad - gunner.origin);
89                         impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
90                         ad = vf + _vel * impact_time;
91                 }
92                 trace_endpos = ad;
93
94
95                 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
96                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
97                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
98                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
99
100         }
101         else
102                 vehicle_aimturret(vehic, _ct, gun, "fire",
103                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
104                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
105
106         if(gunner.BUTTON_ATCK)
107                 if(time > gun.attack_finished_single)
108                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
109                         {
110                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
111                                 bumb_fire_cannon(gun, "fire", gunner);
112                                 gun.delay = time;
113                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
114                         }
115
116         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
117
118         if(vehic.vehicle_flags & VHF_HASSHIELD)
119                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
120
121         ad = gettaginfo(gun, gettagindex(gun, "fire"));
122         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
123
124         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
125
126         if(vehic.owner)
127                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
128
129         vehic.solid = SOLID_BBOX;
130         gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
131         gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
132
133         self = gunner;
134         return 1;
135 }
136
137 void bumb_gunner_exit(float _exitflag)
138 {
139         if(IS_REAL_CLIENT(self))
140         {
141                 msg_entity = self;
142                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
143                 WriteEntity(MSG_ONE, self);
144
145                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
146                 WriteAngle(MSG_ONE, 0);
147                 WriteAngle(MSG_ONE, self.vehicle.angles.y);
148                 WriteAngle(MSG_ONE, 0);
149         }
150
151         CSQCVehicleSetup(self, HUD_NORMAL);
152         setsize(self, PL_MIN, PL_MAX);
153
154         self.takedamage     = DAMAGE_AIM;
155         self.solid          = SOLID_SLIDEBOX;
156         self.movetype       = MOVETYPE_WALK;
157         self.effects        &= ~EF_NODRAW;
158         self.alpha          = 1;
159         self.PlayerPhysplug = func_null;
160         self.view_ofs       = PL_VIEW_OFS;
161         self.event_damage   = PlayerDamage;
162         self.hud            = HUD_NORMAL;
163         self.switchweapon   = self.vehicle.switchweapon;
164
165     vh_player = self;
166     vh_vehicle = self.vehicle;
167     MUTATOR_CALLHOOK(VehicleExit);
168     self = vh_player;
169     self.vehicle = vh_vehicle;
170
171         self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
172
173         fixedmakevectors(self.vehicle.owner.angles);
174
175         if(self == self.vehicle.owner.gunner1)
176         {
177                 self.vehicle.owner.gunner1 = world;
178         }
179         else if(self == self.vehicle.owner.gunner2)
180         {
181                 self.vehicle.owner.gunner2 = world;
182                 v_right *= -1;
183         }
184         else
185                 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
186
187         vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
188         spot = vehicles_findgoodexit(spot);
189         //setorigin(self , spot);
190
191         self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
192         self.velocity_z += 10;
193
194         self.vehicle.phase = time + 5;
195         self.vehicle        = world;
196 }
197
198 float bumb_gunner_enter()
199 {
200         RemoveGrapplingHook(other);
201         entity _gun, _gunner;
202         if(!self.gunner1)
203         {
204                 _gun = self.gun1;
205                 _gunner = self.gunner1;
206                 self.gunner1 = other;
207         }
208         else if(!self.gunner2)
209         {
210                 _gun = self.gun2;
211                 _gunner = self.gunner2;
212                 self.gunner2 = other;
213         }
214         else
215         {
216                 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
217                 return false;
218         }
219
220         _gunner            = other;
221         _gunner.vehicle    = _gun;
222         _gun.switchweapon  = other.switchweapon;
223         _gun.vehicle_exit  = bumb_gunner_exit;
224
225         other.angles            = self.angles;
226         other.takedamage        = DAMAGE_NO;
227         other.solid             = SOLID_NOT;
228         other.movetype          = MOVETYPE_NOCLIP;
229         other.alpha             = -1;
230         other.event_damage      = func_null;
231         other.view_ofs          = '0 0 0';
232         other.hud               = _gun.hud;
233         other.PlayerPhysplug    = _gun.PlayerPhysplug;
234         other.vehicle_ammo1     = self.vehicle_ammo1;
235         other.vehicle_ammo2     = self.vehicle_ammo2;
236         other.vehicle_reload1   = self.vehicle_reload1;
237         other.vehicle_reload2   = self.vehicle_reload2;
238         other.vehicle_energy    = self.vehicle_energy;
239         other.PlayerPhysplug    = bumb_gunner_frame;
240         other.flags             &= ~FL_ONGROUND;
241
242         msg_entity = other;
243         WriteByte(MSG_ONE, SVC_SETVIEWPORT);
244         WriteEntity(MSG_ONE, _gun.vehicle_viewport);
245         WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
246         WriteAngle(MSG_ONE, _gun.angles.x + self.angles.x);    // tilt
247         WriteAngle(MSG_ONE, _gun.angles.y + self.angles.y);    // yaw
248         WriteAngle(MSG_ONE, 0);                             // roll
249         _gun.vehicle_hudmodel.viewmodelforclient = other;
250
251         CSQCVehicleSetup(other, other.hud);
252
253     vh_player = other;
254     vh_vehicle = _gun;
255     MUTATOR_CALLHOOK(VehicleEnter);
256     other = vh_player;
257     _gun = vh_vehicle;
258
259         return true;
260 }
261
262 float vehicles_valid_pilot()
263 {
264         if (!IS_PLAYER(other))
265                 return false;
266
267         if(other.deadflag != DEAD_NO)
268                 return false;
269
270         if(other.vehicle != world)
271                 return false;
272
273         if (!IS_REAL_CLIENT(other))
274                 if(!autocvar_g_vehicles_allow_bots)
275                         return false;
276
277         if(teamplay && other.team != self.team)
278                 return false;
279
280         return true;
281 }
282
283 void bumb_touch()
284 {
285
286         if(self.gunner1 != world && self.gunner2 != world)
287         {
288                 vehicles_touch();
289                 return;
290         }
291
292         if(vehicles_valid_pilot())
293         {
294                 if(self.gun1.phase <= time)
295                         if(bumb_gunner_enter())
296                                 return;
297
298                 if(self.gun2.phase <= time)
299                         if(bumb_gunner_enter())
300                                 return;
301         }
302
303         vehicles_touch();
304 }
305
306 void bumb_regen()
307 {
308         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
309                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
310                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
311
312         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
313                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
314                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
315
316         if(self.vehicle_flags  & VHF_SHIELDREGEN)
317                 vehicles_regen(self.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
318
319         if(self.vehicle_flags  & VHF_HEALTHREGEN)
320                 vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
321
322         if(self.vehicle_flags  & VHF_ENERGYREGEN)
323                 vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
324
325 }
326
327 .vector hook_start, hook_end;
328 float bumb_pilot_frame()
329 {
330         entity pilot, vehic;
331         vector newvel;
332
333         pilot = self;
334         vehic = self.vehicle;
335         self   = vehic;
336
337
338         if(vehic.deadflag != DEAD_NO)
339         {
340                 self = pilot;
341                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
342                 return 1;
343         }
344
345         bumb_regen();
346
347         crosshair_trace(pilot);
348
349         vector vang;
350         float ftmp;
351
352         vang = vehic.angles;
353         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
354         vang.x *= -1;
355         newvel.x *= -1;
356         if(newvel.x > 180)  newvel.x -= 360;
357         if(newvel.x < -180) newvel.x += 360;
358         if(newvel.y > 180)  newvel.y -= 360;
359         if(newvel.y < -180) newvel.y += 360;
360
361         ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
362         if(ftmp > 180)  ftmp -= 360;
363         if(ftmp < -180) ftmp += 360;
364         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
365
366         // Pitch
367         ftmp = 0;
368         if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
369                 ftmp = 4;
370         else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
371                 ftmp = -8;
372
373         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
374         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
375         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
376
377         vehic.angles_x = anglemods(vehic.angles.x);
378         vehic.angles_y = anglemods(vehic.angles.y);
379         vehic.angles_z = anglemods(vehic.angles.z);
380
381         makevectors('0 1 0' * vehic.angles.y);
382         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
383
384         if(pilot.movement.x != 0)
385         {
386                 if(pilot.movement.x > 0)
387                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
388                 else if(pilot.movement.x < 0)
389                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
390         }
391
392         if(pilot.movement.y != 0)
393         {
394                 if(pilot.movement.y < 0)
395                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
396                 else if(pilot.movement.y > 0)
397                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
398                 ftmp = newvel * v_right;
399                 ftmp *= frametime * 0.1;
400                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
401         }
402         else
403         {
404                 vehic.angles_z *= 0.95;
405                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
406                         vehic.angles_z = 0;
407         }
408
409         if(pilot.BUTTON_CROUCH)
410                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
411         else if(pilot.BUTTON_JUMP)
412                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
413
414         vehic.velocity  += newvel * frametime;
415         pilot.velocity = pilot.movement  = vehic.velocity;
416
417
418         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
419         {
420                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
421                         vehic.tur_head.enemy = world;
422
423                 if(trace_ent)
424                 if(trace_ent.movetype)
425                 if(trace_ent.takedamage)
426                 if(!trace_ent.deadflag)
427                 {
428                         if(teamplay)
429                         {
430                                 if(trace_ent.team == pilot.team)
431                                 {
432                                         vehic.tur_head.enemy = trace_ent;
433                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
434                                 }
435                         }
436                         else
437                         {
438                                 vehic.tur_head.enemy = trace_ent;
439                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
440                         }
441                 }
442
443                 if(vehic.tur_head.enemy)
444                 {
445                         trace_endpos = real_origin(vehic.tur_head.enemy);
446                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
447                 }
448         }
449
450         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
451                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
452                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
453
454         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
455         {
456                 vehic.gun3.enemy.realowner = pilot;
457                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
458
459                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
460                 vehic.gun3.enemy.SendFlags |= BRG_START;
461
462                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
463
464                 if(trace_ent)
465                 {
466                         if(autocvar_g_vehicle_bumblebee_raygun)
467                         {
468                                 Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
469                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
470                         }
471                         else
472                         {
473                                 if(trace_ent.deadflag == DEAD_NO)
474                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
475                                         {
476
477                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
478                                                 {
479                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
480                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
481
482                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
483                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
484                                                 }
485                                                 else if(IS_CLIENT(trace_ent))
486                                                 {
487                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
488                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
489
490                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
491                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
492
493                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
494                                                 }
495                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
496                                                 {
497                                                         if(trace_ent.health  <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
498                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
499                                                         //else ..hmmm what? ammo?
500
501                                                         trace_ent.SendFlags |= TNSF_STATUS;
502                                                 }
503                                         }
504                         }
505                 }
506
507                 vehic.gun3.enemy.hook_end = trace_endpos;
508                 setorigin(vehic.gun3.enemy, trace_endpos);
509                 vehic.gun3.enemy.SendFlags |= BRG_END;
510
511                 vehic.wait = time + 1;
512         }
513         else
514                 vehic.gun3.enemy.effects |= EF_NODRAW;
515         /*{
516                 if(vehic.gun3.enemy)
517                         remove(vehic.gun3.enemy);
518
519                 vehic.gun3.enemy = world;
520         }
521         */
522
523         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
524         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
525
526         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
527         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
528
529         if(vehic.vehicle_flags & VHF_HASSHIELD)
530                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
531
532         vehic.angles_x *= -1;
533         makevectors(vehic.angles);
534         vehic.angles_x *= -1;
535         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
536
537         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
538         self = pilot;
539
540         return 1;
541 }
542
543 void bumb_think()
544 {
545         self.movetype = MOVETYPE_TOSS;
546
547                 //self.velocity = self.velocity * 0.5;
548         self.angles_z *= 0.8;
549         self.angles_x *= 0.8;
550
551         self.nextthink = time + 0.05;
552
553         if(!self.owner)
554         {
555                 entity oldself = self;
556                 if(self.gunner1)
557                 {
558                         self = self.gunner1;
559                         oldself.gun1.vehicle_exit(VHEF_EJECT);
560                         entity oldother = other;
561                         other = self;
562                         self = oldself;
563                         self.phase = 0;
564                         self.touch();
565                         other = oldother;
566                         return;
567                 }
568
569                 if(self.gunner2)
570                 {
571                         self = self.gunner2;
572                         oldself.gun2.vehicle_exit(VHEF_EJECT);
573                         entity oldother = other;
574                         other = self;
575                         self = oldself;
576                         self.phase = 0;
577                         self.touch();
578                         other = oldother;
579                         return;
580                 }
581         }
582
583 }
584
585 void bumb_enter()
586 {
587         self.touch = bumb_touch;
588         self.nextthink = 0;
589         self.movetype = MOVETYPE_BOUNCEMISSILE;
590         //setattachment(self.owner, self.vehicle_viewport, "");
591 }
592
593 void bumb_exit(float eject)
594 {
595         self.touch = vehicles_touch;
596         self.think = bumb_think;
597         self.nextthink = time;
598
599         if(!self.owner)
600                 return;
601
602         fixedmakevectors(self.angles);
603         vector spot;
604         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
605                 spot = self.origin + v_up * 128 + v_forward * 200;
606         else
607                 spot = self.origin + v_up * 128 - v_forward * 200;
608
609         spot = vehicles_findgoodexit(spot);
610
611         // Hide beam
612         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
613                 self.gun3.enemy.effects |= EF_NODRAW;
614     }
615
616         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
617         self.owner.velocity_z += 10;
618         setorigin(self.owner, spot);
619
620         antilag_clear(self.owner);
621     self.owner = world;
622 }
623
624 void bumb_blowup()
625 {
626         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
627                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
628                                  autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
629                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
630                                  DEATH_VH_BUMB_DEATH, world);
631
632         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
633         pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
634
635         if(self.owner.deadflag == DEAD_DYING)
636                 self.owner.deadflag = DEAD_DEAD;
637
638         remove(self);
639 }
640
641 void bumb_diethink()
642 {
643         if(time >= self.wait)
644                 self.think = bumb_blowup;
645
646         if(random() < 0.1)
647         {
648                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
649                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
650         }
651
652         self.nextthink = time + 0.1;
653 }
654
655 void bumb_die()
656 {
657         entity oldself = self;
658
659         // Hide beam
660         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
661                 self.gun3.enemy.effects |= EF_NODRAW;
662
663         if(self.gunner1)
664         {
665                 self = self.gunner1;
666                 oldself.gun1.vehicle_exit(VHEF_EJECT);
667                 self = oldself;
668         }
669
670         if(self.gunner2)
671         {
672                 self = self.gunner2;
673                 oldself.gun2.vehicle_exit(VHEF_EJECT);
674                 self = oldself;
675         }
676
677         self.vehicle_exit(VHEF_EJECT);
678
679         fixedmakevectors(self.angles);
680         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
681         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
682         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
683
684         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
685
686         if(random() > 0.5)
687                 _body.touch = bumb_blowup;
688         else
689                 _body.touch = func_null;
690
691         _body.think = bumb_diethink;
692         _body.nextthink = time;
693         _body.wait = time + 2 + (random() * 8);
694         _body.owner = self;
695         _body.enemy = self.enemy;
696
697         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
698
699         self.health                     = 0;
700         self.event_damage       = func_null;
701         self.solid                      = SOLID_CORPSE;
702         self.takedamage         = DAMAGE_NO;
703         self.deadflag           = DEAD_DYING;
704         self.movetype           = MOVETYPE_NONE;
705         self.effects            = EF_NODRAW;
706         self.colormod           = '0 0 0';
707         self.avelocity          = '0 0 0';
708         self.velocity           = '0 0 0';
709         self.touch                      = func_null;
710         self.nextthink          = 0;
711
712         setorigin(self, self.pos1);
713 }
714
715 void bumb_impact()
716 {
717         if(autocvar_g_vehicle_bumblebee_bouncepain.x)
718                 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain.x, autocvar_g_vehicle_bumblebee_bouncepain.y, autocvar_g_vehicle_bumblebee_bouncepain.z);
719 }
720
721 void bumb_spawn(float _f)
722 {
723         /*
724         float i;
725         for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
726         {
727
728             dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
729         }
730         */
731         if(!self.gun1)
732         {
733                 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
734                 self.vehicle_shieldent = spawn();
735                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
736                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
737                 setattachment(self.vehicle_shieldent, self, "");
738                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
739                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
740                 self.vehicle_shieldent.think       = shieldhit_think;
741                 self.vehicle_shieldent.alpha = -1;
742                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
743
744                 self.gun1 = spawn();
745                 self.gun2 = spawn();
746                 self.gun3 = spawn();
747
748                 self.vehicle_flags |= VHF_MULTISLOT;
749
750                 self.gun1.owner = self;
751                 self.gun2.owner = self;
752                 self.gun3.owner = self;
753
754                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
755                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
756                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
757
758                 setattachment(self.gun1, self, "cannon_right");
759                 setattachment(self.gun2, self, "cannon_left");
760
761                 // Angled bones are no fun, messes up gun-aim; so work arround it.
762                 self.gun3.pos1 = self.angles;
763                 self.angles = '0 0 0';
764                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
765                 ofs -= self.origin;
766                 setattachment(self.gun3, self, "");
767                 setorigin(self.gun3, ofs);
768                 self.angles = self.gun3.pos1;
769
770                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
771                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
772
773                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
774                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
775
776                 //fixme-model-bones
777                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
778                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
779                 //fixme-model-bones
780                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
781                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
782
783                 self.scale = 1.5;
784
785                 // Raygun beam
786                 if(self.gun3.enemy == world)
787                 {
788                         self.gun3.enemy = spawn();
789                         Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
790                         self.gun3.enemy.SendFlags = BRG_SETUP;
791                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
792                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
793                 }
794         }
795
796         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
797         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
798         self.solid          = SOLID_BBOX;
799         //self.movetype         = MOVETYPE_BOUNCEMISSILE;
800         self.movetype           = MOVETYPE_TOSS;
801         self.vehicle_impact = bumb_impact;
802         self.damageforcescale = 0.025;
803
804         setorigin(self, self.origin + '0 0 25');
805 }
806
807 void spawnfunc_vehicle_bumblebee()
808 {
809         if(!autocvar_g_vehicle_bumblebee)
810         {
811                 remove(self);
812                 return;
813         }
814
815         precache_model("models/vehicles/bumblebee_body.dpm");
816         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
817         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
818         precache_model("models/vehicles/bumblebee_ray.dpm");
819         precache_model("models/vehicles/wakizashi_cockpit.dpm");
820         precache_model("models/vehicles/spiderbot_cockpit.dpm");
821         precache_model("models/vehicles/raptor_cockpit.dpm");
822
823         if(autocvar_g_vehicle_bumblebee_energy)
824                 if(autocvar_g_vehicle_bumblebee_energy_regen)
825                         self.vehicle_flags |= VHF_ENERGYREGEN;
826
827         if(autocvar_g_vehicle_bumblebee_shield)
828                 self.vehicle_flags |= VHF_HASSHIELD;
829
830         if(autocvar_g_vehicle_bumblebee_shield_regen)
831                 self.vehicle_flags |= VHF_SHIELDREGEN;
832
833         if(autocvar_g_vehicle_bumblebee_health_regen)
834                 self.vehicle_flags |= VHF_HEALTHREGEN;
835
836         if(!vehicle_initialize(
837                            "Bumblebee", "models/vehicles/bumblebee_body.dpm",
838                            "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
839                            HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, false,
840                            bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
841                            bumb_pilot_frame, bumb_enter, bumb_exit,
842                            bumb_die, bumb_think, false, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
843         {
844                 remove(self);
845                 return;
846         }
847 }
848
849 float bumble_raygun_send(entity to, int sf)
850 {
851         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
852
853         WriteByte(MSG_ENTITY, sf);
854         if(sf & BRG_SETUP)
855         {
856                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
857                 WriteByte(MSG_ENTITY, self.realowner.team);
858                 WriteByte(MSG_ENTITY, self.cnt);
859         }
860
861         if(sf & BRG_START)
862         {
863                 WriteCoord(MSG_ENTITY, self.hook_start.x);
864                 WriteCoord(MSG_ENTITY, self.hook_start.y);
865                 WriteCoord(MSG_ENTITY, self.hook_start.z);
866         }
867
868         if(sf & BRG_END)
869         {
870                 WriteCoord(MSG_ENTITY, self.hook_end.x);
871                 WriteCoord(MSG_ENTITY, self.hook_end.y);
872                 WriteCoord(MSG_ENTITY, self.hook_end.z);
873         }
874
875         return true;
876 }
877 #endif // SVQC
878
879 #ifdef CSQC
880 /*
881 .vector raygun_l1
882 .vector raygun_l2;
883 .vector raygun_l3;
884 */
885
886 void bumble_raygun_draw()
887 {
888         float _len;
889         vector _dir;
890         vector _vtmp1, _vtmp2;
891
892         _len = vlen(self.origin - self.move_origin);
893         _dir = normalize(self.move_origin - self.origin);
894
895         if(self.total_damages < time)
896         {
897                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
898                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
899                 self.total_damages = time + 0.1;
900         }
901
902         float i, df, sz, al;
903         for(i = -0.1; i < 0.2; i += 0.1)
904         {
905                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
906                 sz = 5 + random() * 5;
907                 al = 0.25 + random() * 0.5;
908                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
909                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
910                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
911
912                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
913                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
914                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
915
916                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
917                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
918                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
919
920                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
921         }
922 }
923
924 void bumble_raygun_read(float bIsNew)
925 {
926         int sf = ReadByte();
927
928         if(sf & BRG_SETUP)
929         {
930                 self.cnt  = ReadByte();
931                 self.team = ReadByte();
932                 self.cnt  = ReadByte();
933
934                 if(self.cnt)
935                         self.colormod = '1 0 0';
936                 else
937                         self.colormod = '0 1 0';
938
939                 self.traileffect = particleeffectnum("healray_muzzleflash");
940                 self.lip = particleeffectnum("healray_impact");
941
942                 self.draw = bumble_raygun_draw;
943         }
944
945
946         if(sf & BRG_START)
947         {
948                 self.origin_x = ReadCoord();
949                 self.origin_y = ReadCoord();
950                 self.origin_z = ReadCoord();
951                 setorigin(self, self.origin);
952         }
953
954         if(sf & BRG_END)
955         {
956                 self.move_origin_x = ReadCoord();
957                 self.move_origin_y = ReadCoord();
958                 self.move_origin_z = ReadCoord();
959         }
960 }
961
962 void bumblebee_draw()
963 {
964
965 }
966
967 void bumblebee_draw2d()
968 {
969
970 }
971
972 void bumblebee_read_extra()
973 {
974
975 }
976
977 void vehicle_bumblebee_assemble()
978 {
979
980 }
981 #endif //CSQC