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