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Better polit view origin, fix & optimize raygun sender
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / bumblebee.qc
1 #define BRG_SETUP 2
2 #define BRG_START 4
3 #define BRG_END 8
4
5 #ifdef SVQC
6 // Auto cvars
7 float autocvar_g_vehicle_bumblebee_speed_forward;
8 float autocvar_g_vehicle_bumblebee_speed_strafe;
9 float autocvar_g_vehicle_bumblebee_speed_up;
10 float autocvar_g_vehicle_bumblebee_speed_down;
11 float autocvar_g_vehicle_bumblebee_turnspeed;
12 float autocvar_g_vehicle_bumblebee_pitchspeed;
13 float autocvar_g_vehicle_bumblebee_pitchlimit;
14 float autocvar_g_vehicle_bumblebee_friction;
15
16 float autocvar_g_vehicle_bumblebee_energy;
17 float autocvar_g_vehicle_bumblebee_energy_regen;
18 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
19
20 float autocvar_g_vehicle_bumblebee_health;
21 float autocvar_g_vehicle_bumblebee_health_regen;
22 float autocvar_g_vehicle_bumblebee_health_regen_pause;
23
24 float autocvar_g_vehicle_bumblebee_shield;
25 float autocvar_g_vehicle_bumblebee_shield_regen;
26 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
27
28 float autocvar_g_vehicle_bumblebee_cannon_cost;
29 float autocvar_g_vehicle_bumblebee_cannon_damage;
30 float autocvar_g_vehicle_bumblebee_cannon_radius;
31 float autocvar_g_vehicle_bumblebee_cannon_refire;
32 float autocvar_g_vehicle_bumblebee_cannon_speed;
33 float autocvar_g_vehicle_bumblebee_cannon_spread;
34 float autocvar_g_vehicle_bumblebee_cannon_force;
35
36 float autocvar_g_vehicle_bumblebee_cannon_ammo;
37 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
38 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
39
40 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
41
42 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
43 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
44 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
45 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
46 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
47
48
49 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
50 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
51 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
52 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
53
54 float autocvar_g_vehicle_bumblebee_raygun_range;
55 float autocvar_g_vehicle_bumblebee_raygun_dps;
56 float autocvar_g_vehicle_bumblebee_raygun_aps;
57 float autocvar_g_vehicle_bumblebee_raygun_fps;
58
59 float autocvar_g_vehicle_bumblebee_raygun;
60 float autocvar_g_vehicle_bumblebee_healgun_hps;
61 float autocvar_g_vehicle_bumblebee_healgun_hmax;
62 float autocvar_g_vehicle_bumblebee_healgun_aps;
63 float autocvar_g_vehicle_bumblebee_healgun_amax;
64 float autocvar_g_vehicle_bumblebee_healgun_sps;
65
66 float autocvar_g_vehicle_bumblebee_respawntime;
67
68 float autocvar_g_vehicle_bumblebee_blowup_radius;
69 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
70 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
71 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
72 var vector autocvar_g_vehicle_bumblebee_bouncepain;
73
74 var float autocvar_g_vehicle_bumblebee = 0;
75
76
77 float bumble_raygun_send(entity to, float sf);
78
79 #define BUMB_MIN '-130 -130 -130'
80 #define BUMB_MAX '130 130 130'
81
82 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
83 {
84         vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
85         vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
86                                                 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
87                                                 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
88                                                 DEATH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
89 }
90
91 float bumb_gunner_frame()
92 {
93         entity vehic    = self.vehicle.owner;
94         entity gun      = self.vehicle;
95         entity gunner   = self;
96         self = vehic;
97
98         vehic.solid = SOLID_NOT;
99         setorigin(gunner, vehic.origin);
100         gunner.velocity = vehic.velocity;
101         crosshair_trace(gunner);
102         vector _ct = trace_endpos;
103         vector ad;
104
105         float _in = ((gun == vehic.gun1) ? autocvar_g_vehicle_bumblebee_cannon_turnlimit_in : autocvar_g_vehicle_bumblebee_cannon_turnlimit_out);
106         float _out = ((gun == vehic.gun1) ? autocvar_g_vehicle_bumblebee_cannon_turnlimit_out : autocvar_g_vehicle_bumblebee_cannon_turnlimit_in);
107
108         if(autocvar_g_vehicle_bumblebee_cannon_lock)
109         {
110                 if(gun.lock_time < time)
111                         gun.enemy = world;
112
113                 if(trace_ent)
114                         if(trace_ent.movetype)
115                                 if(trace_ent.takedamage)
116                                         if(!trace_ent.deadflag)
117                                         {
118                                                 if(teamplay)
119                                                 {
120                                                         if(trace_ent.team != gunner.team)
121                                                         {
122                                                                 gun.enemy = trace_ent;
123                                                                 gun.lock_time = time + 5;
124                                                         }
125                                                 }
126                                                 else
127                                                 {
128                                                         gun.enemy = trace_ent;
129                                                         gun.lock_time = time + 5;
130                                                 }
131                                         }
132         }
133
134         if(gun.enemy)
135         {
136                 float i, distance, impact_time;
137
138                 vector vf = real_origin(gun.enemy);
139                 vector _vel = gun.enemy.velocity;
140                 if(gun.enemy.movetype == MOVETYPE_WALK)
141                         _vel_z *= 0.1;
142
143
144                 ad = vf;
145                 for(i = 0; i < 4; ++i)
146                 {
147                         distance = vlen(ad - gunner.origin);
148                         impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
149                         ad = vf + _vel * impact_time;
150                 }
151                 trace_endpos = ad;
152
153
154                 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
155                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
156                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
157                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
158
159         }
160         else
161                 vehicle_aimturret(vehic, _ct, gun, "fire",
162                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
163                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
164
165         if(gunner.BUTTON_ATCK)
166                 if(time > gun.attack_finished_single)
167                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
168                         {
169                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
170                                 bumb_fire_cannon(gun, "fire", gunner);
171                                 gun.delay = time;
172                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
173                         }
174
175         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
176
177         if(vehic.vehicle_flags & VHF_HASSHIELD)
178                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
179
180         ad = gettaginfo(gun, gettagindex(gun, "fire"));
181         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
182
183         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
184
185         if(vehic.owner)
186                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
187
188         vehic.solid = SOLID_BBOX;
189         gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
190         gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
191
192         self = gunner;
193         return 1;
194 }
195
196 void bumb_gunner_exit(float _exitflag)
197 {
198         if(clienttype(self) == CLIENTTYPE_REAL)
199         {
200                 msg_entity = self;
201                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
202                 WriteEntity(MSG_ONE, self);
203
204                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
205                 WriteAngle(MSG_ONE, 0);
206                 WriteAngle(MSG_ONE, self.vehicle.angles_y);
207                 WriteAngle(MSG_ONE, 0);
208         }
209         
210         CSQCVehicleSetup(self, HUD_NORMAL);
211         setsize(self, PL_MIN, PL_MAX);
212
213         self.takedamage     = DAMAGE_AIM;
214         self.solid          = SOLID_SLIDEBOX;
215         self.movetype       = MOVETYPE_WALK;
216         self.effects        &~= EF_NODRAW;
217         self.alpha          = 1;
218         self.PlayerPhysplug = SUB_Null;
219         self.view_ofs       = PL_VIEW_OFS;
220         self.event_damage   = PlayerDamage;
221         self.hud            = HUD_NORMAL;
222         self.switchweapon   = self.vehicle.switchweapon;
223
224         if(self.flagcarried)
225         {
226                 self.flagcarried.scale = 0.6;
227                 setattachment(self.flagcarried, self, "");
228                 setorigin(self.flagcarried, FLAG_CARRY_POS);
229         }
230
231         self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
232
233         if(self == self.vehicle.owner.gunner1)
234                 self.vehicle.owner.gunner1 = world;
235         else if(self == self.vehicle.owner.gunner2)
236                 self.vehicle.owner.gunner2 = world;
237         else
238                 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
239
240         self.vehicle.phase = time + 5;
241         self.vehicle        = world;
242 }
243
244 float bumb_gunner_enter()
245 {
246         RemoveGrapplingHook(other);
247         entity _gun, _gunner;
248         if(!self.gunner1)
249         {
250                 _gun = self.gun1;
251                 _gunner = self.gunner1;
252                 self.gunner1 = other;
253         }
254         else if(!self.gunner2)
255         {
256                 _gun = self.gun2;
257                 _gunner = self.gunner2;
258                 self.gunner2 = other;
259         }
260         else
261         {
262                 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
263                 return FALSE;
264         }
265
266         _gunner            = other;
267         _gunner.vehicle    = _gun;
268         _gun.switchweapon  = other.switchweapon;
269         _gun.vehicle_exit  = bumb_gunner_exit;
270
271         other.angles            = self.angles;
272         other.takedamage        = DAMAGE_NO;
273         other.solid             = SOLID_NOT;
274         other.movetype          = MOVETYPE_NOCLIP;
275         other.alpha             = -1;
276         other.event_damage      = SUB_Null;
277         other.view_ofs          = '0 0 0';
278         other.hud               = _gun.hud;
279         other.PlayerPhysplug    = _gun.PlayerPhysplug;
280         other.vehicle_ammo1     = self.vehicle_ammo1;
281         other.vehicle_ammo2     = self.vehicle_ammo2;
282         other.vehicle_reload1   = self.vehicle_reload1;
283         other.vehicle_reload2   = self.vehicle_reload2;
284         other.vehicle_energy    = self.vehicle_energy;
285         other.PlayerPhysplug    = bumb_gunner_frame;
286         other.flags             &~= FL_ONGROUND;
287
288         msg_entity = other;
289         WriteByte(MSG_ONE, SVC_SETVIEWPORT);
290         WriteEntity(MSG_ONE, _gun.vehicle_viewport);
291         WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
292         WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x);    // tilt
293         WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y);    // yaw
294         WriteAngle(MSG_ONE, 0);                             // roll
295         _gun.vehicle_hudmodel.viewmodelforclient = other;
296
297         CSQCVehicleSetup(other, other.hud);
298         
299     if(other.flagcarried)
300     {
301         if(!autocvar_g_vehicles_allow_flagcarry)
302             DropFlag(other.flagcarried, world, world);
303         else
304         {
305             other.flagcarried.scale = 1;
306             setattachment(other.flagcarried, self, "");
307             setorigin(other.flagcarried, '0 0 1' * self.maxs_z);
308         }
309     }
310
311         return TRUE;
312 }
313
314 float vehicles_valid_pilot()
315 {
316         if(other.classname != "player")
317                 return FALSE;
318
319         if(other.deadflag != DEAD_NO)
320                 return FALSE;
321
322         if(other.vehicle != world)
323                 return FALSE;
324
325         if(clienttype(other) != CLIENTTYPE_REAL)
326                 if(!autocvar_g_vehicles_allow_bots)
327                         return FALSE;
328
329         if(teamplay && other.team != self.team)
330                 return FALSE;
331
332         return TRUE;
333 }
334
335 void bumb_touch()
336 {
337
338         if(self.gunner1 != world && self.gunner2 != world)
339         {
340                 vehicles_touch();
341                 return;
342         }
343
344         if(vehicles_valid_pilot())
345         {
346                 if(self.gun1.phase <= time)
347                         if(bumb_gunner_enter())
348                                 return;
349
350                 if(self.gun2.phase <= time)
351                         if(bumb_gunner_enter())
352                                 return;
353         }
354
355         vehicles_touch();
356 }
357
358 void bumb_regen()
359 {
360         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
361                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
362                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
363
364         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
365                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
366                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
367
368         if(self.vehicle_flags  & VHF_SHIELDREGEN)
369                 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);
370
371         if(self.vehicle_flags  & VHF_HEALTHREGEN)
372                 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);
373
374         if(self.vehicle_flags  & VHF_ENERGYREGEN)
375                 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);
376
377 }
378
379 float bumb_pilot_frame()
380 {
381         entity pilot, vehic;
382         vector newvel;
383
384         pilot = self;
385         vehic = self.vehicle;
386         self   = vehic;
387
388
389         if(vehic.deadflag != DEAD_NO)
390         {
391                 self = pilot;
392                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
393                 return 1;
394         }
395
396         bumb_regen();
397
398         crosshair_trace(pilot);
399
400         vector vang;
401         float ftmp;
402
403         vang = vehic.angles;
404         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
405         vang_x *= -1;
406         newvel_x *= -1;
407         if(newvel_x > 180)  newvel_x -= 360;
408         if(newvel_x < -180) newvel_x += 360;
409         if(newvel_y > 180)  newvel_y -= 360;
410         if(newvel_y < -180) newvel_y += 360;
411
412         ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
413         if(ftmp > 180)  ftmp -= 360;
414         if(ftmp < -180) ftmp += 360;
415         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
416
417         // Pitch
418         ftmp = 0;
419         if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = 5;
420         else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = -20;
421
422         newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
423         ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
424         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
425
426         vehic.angles_x = anglemods(vehic.angles_x);
427         vehic.angles_y = anglemods(vehic.angles_y);
428         vehic.angles_z = anglemods(vehic.angles_z);
429
430         makevectors('0 1 0' * vehic.angles_y);
431         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
432
433         if(pilot.movement_x != 0)
434         {
435                 if(pilot.movement_x > 0)
436                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
437                 else if(pilot.movement_x < 0)
438                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
439         }
440
441         if(pilot.movement_y != 0)
442         {
443                 if(pilot.movement_y < 0)
444                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
445                 else if(pilot.movement_y > 0)
446                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
447                 ftmp = newvel * v_right;
448                 ftmp *= frametime * 0.1;
449                 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
450         }
451         else
452         {
453                 vehic.angles_z *= 0.95;
454                 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
455                         vehic.angles_z = 0;
456         }
457
458         if(pilot.BUTTON_CROUCH)
459                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
460         else if(pilot.BUTTON_JUMP)
461                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
462
463         vehic.velocity  += newvel * frametime;
464         pilot.velocity = pilot.movement  = vehic.velocity;
465         setorigin(pilot, vehic.origin + '0 0 32');
466
467         if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
468                 vehic.tur_head.enemy = world;
469
470         if(trace_ent)
471         if(trace_ent.movetype)
472         if(trace_ent.takedamage)
473         if(!trace_ent.deadflag)
474         {
475                 if(teamplay)
476                 {
477                         if(trace_ent.team == pilot.team)
478                         {
479                                 vehic.tur_head.enemy = trace_ent;
480                                 vehic.tur_head.lock_time = time + 1;
481                         }
482                 }
483                 else
484                 {            
485                         vehic.tur_head.enemy = trace_ent;
486                         vehic.tur_head.lock_time = time + 0.5;
487                 }
488         }
489                 
490         if(vehic.tur_head.enemy)
491         {
492                 trace_endpos = real_origin(vehic.tur_head.enemy);
493                 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.5 0', 0);                
494         }
495                 
496         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
497                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
498                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
499
500         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
501         {
502                 vehic.gun3.enemy.realowner = pilot;
503                 vehic.gun3.enemy.effects &~= EF_NODRAW;
504                 vehic.gun3.enemy.hook_start  = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
505                 
506                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
507                 
508                 if(trace_ent)
509                 {
510                         if(autocvar_g_vehicle_bumblebee_raygun)
511                         {
512                                 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);
513                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
514                         }
515                         else
516                         {
517                                 if(trace_ent.deadflag == DEAD_NO)
518                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
519                                         {
520
521                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
522                                                 {
523                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
524                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
525
526                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
527                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
528                                                 }
529                                                 else if(trace_ent.flags & FL_CLIENT)
530                                                 {
531                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
532                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
533
534                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
535                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
536
537                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
538                                                 }
539                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
540                                                 {
541                                                         if(trace_ent.health  <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
542                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
543                                                         //else ..hmmm what? ammo?
544
545                                                         trace_ent.SendFlags |= TNSF_STATUS;
546                                                 }
547                                         }
548                         }
549                 }
550                 vehic.gun3.enemy.hook_end = trace_endpos;
551                 setorigin(vehic.gun3.enemy, trace_endpos);
552                 vehic.gun3.enemy.SendFlags |= BRG_START;
553                 vehic.gun3.enemy.SendFlags |= BRG_END;
554                 vehic.wait = time + 1;
555         }
556         else
557                 vehic.gun3.enemy.effects |= EF_NODRAW;
558         /*{
559                 if(vehic.gun3.enemy)
560                         remove(vehic.gun3.enemy);
561
562                 vehic.gun3.enemy = world;
563         }
564         */
565         
566         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
567         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
568
569         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
570         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
571
572         if(vehic.vehicle_flags & VHF_HASSHIELD)
573                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
574
575
576         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
577         self = pilot;
578
579         return 1;
580 }
581
582 void bumb_think()
583 {
584         self.velocity = self.velocity * 0.5;
585         self.nextthink = time + 0.1;
586         
587         if(!self.owner)
588         {
589                 entity oldself = self;          
590                 if(self.gunner1)
591                 {
592                         self = self.gunner1;
593                         oldself.gun1.vehicle_exit(VHEF_EJECT);
594                         entity oldother = other;
595                         other = self;
596                         self = oldself;
597                         self.phase = 0;
598                         self.touch();
599                         other = oldother;
600                         return;
601                 }
602                 
603                 if(self.gunner2)
604                 {
605                         self = self.gunner2;
606                         oldself.gun2.vehicle_exit(VHEF_EJECT);
607                         entity oldother = other;
608                         other = self;
609                         self = oldself;
610                         self.phase = 0;
611                         self.touch();
612                         other = oldother;
613                         return;
614                 }               
615         }
616 }
617
618 void bumb_enter()
619 {
620         self.touch = bumb_touch;
621         self.nextthink = 0;
622 }
623
624 void bumb_exit(float eject)
625 {
626         
627         self.owner = world;
628         self.touch = vehicles_touch;
629         self.think = bumb_think;
630         self.nextthink = time;
631 }
632
633 void bumb_blowup()
634 {
635         self.deadflag    = DEAD_DEAD;
636
637         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
638                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
639                                  autocvar_g_vehicle_bumblebee_blowup_radius, self,
640                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
641                                  DEATH_WAKIBLOWUP, world);
642
643         self.movetype       = MOVETYPE_NONE;
644         self.effects        = EF_NODRAW;
645         self.colormod       = '0 0 0';
646         self.avelocity      = '0 0 0';
647         self.velocity       = '0 0 0';
648
649         //entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime)
650         fixedmakevectors(self.angles);
651         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 300);
652         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 300);
653         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
654
655         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
656         pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
657
658         setorigin(self, self.pos1);
659         self.touch = SUB_Null;
660         self.nextthink = 0;
661 }
662
663 void bumb_diethink()
664 {
665         if(time >= self.wait)
666                 self.think = bumb_blowup;
667
668         if(random() < 0.1)
669         {
670                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
671                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
672         }
673
674         self.nextthink = time + 0.1;
675 }
676
677 void bumb_die()
678 {
679         entity oldself = self;
680         if(self.gunner1)
681         {
682                 self = self.gunner1;
683                 oldself.gun1.vehicle_exit(VHEF_EJECT);
684                 self = oldself;
685         }
686
687         if(self.gunner2)
688         {
689                 self = self.gunner2;
690                 oldself.gun2.vehicle_exit(VHEF_EJECT);
691                 self = oldself;
692         }
693
694         self.vehicle_exit(VHEF_EJECT);
695
696         self.health       = 0;
697         self.event_damage = SUB_Null;
698         self.solid        = SOLID_CORPSE;
699         self.takedamage   = DAMAGE_NO;
700         self.deadflag     = DEAD_DYING;
701         self.movetype     = MOVETYPE_BOUNCE;
702         self.think        = bumb_diethink;
703         self.nextthink    = time;
704         self.wait         = time + 2 + (random() * 8);
705
706         self.avelocity = '0 0.5 1' * (random() * 400);
707         self.avelocity -= '0 0.5 1' * (random() * 400);
708
709         self.colormod = '-0.5 -0.5 -0.5';
710         self.touch     = bumb_blowup;
711
712         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
713 }
714
715 void bumb_impact()
716 {
717     if(autocvar_g_vehicle_bumblebee_bouncepain_x)
718         vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, 
719                                                 autocvar_g_vehicle_bumblebee_bouncepain_y, 
720                                                 autocvar_g_vehicle_bumblebee_bouncepain_z);
721 }
722
723 void bumb_spawn(float _f)
724 {
725         /*
726         float i;
727         for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
728         {
729
730             dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
731         }
732         */
733         if(!self.gun1)
734         {
735                 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
736                 self.vehicle_shieldent = spawn();
737                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
738                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
739                 setattachment(self.vehicle_shieldent, self, "");
740                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
741                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
742                 self.vehicle_shieldent.think       = shieldhit_think;
743                 self.vehicle_shieldent.alpha = -1;
744                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
745
746                 self.gun1 = spawn();
747                 self.gun2 = spawn();
748                 self.gun3 = spawn();
749
750                 self.vehicle_flags |= VHF_MULTISLOT;
751
752                 self.gun1.owner = self;
753                 self.gun2.owner = self;
754                 self.gun3.owner = self;
755
756                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
757                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
758                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
759
760                 setattachment(self.gun1, self, "cannon_right");
761                 setattachment(self.gun2, self, "cannon_left");
762
763                 // Angled bones are no fun, messes up gun-aim; so work arround it.
764                 self.gun3.pos1 = self.angles;
765                 self.angles = '0 0 0';
766                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
767                 ofs -= self.origin;
768                 setattachment(self.gun3, self, "");
769                 setorigin(self.gun3, ofs);
770                 self.angles = self.gun3.pos1;
771
772                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
773                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
774
775                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
776                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
777
778                 //fixme-model-bones
779                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
780                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
781                 //fixme-model-bones
782                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
783                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
784
785                 self.scale = 1.5;
786                 
787                 // Raygun beam
788                 if(self.gun3.enemy == world)
789                 {                       
790                         self.gun3.enemy = spawn();
791                         Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
792                         self.gun3.enemy.SendFlags = BRG_SETUP;                  
793                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
794                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
795                 }
796         }
797
798         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
799         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
800         self.solid          = SOLID_BBOX;
801         self.movetype           = MOVETYPE_BOUNCEMISSILE;
802         self.vehicle_impact = bumb_impact;
803         setorigin(self, self.origin + '0 0 25');
804 }
805
806 void spawnfunc_vehicle_bumblebee()
807 {
808         if(!autocvar_g_vehicle_bumblebee)
809         {
810                 remove(self);
811                 return;
812         }
813
814         precache_model("models/vehicles/bumblebee_body.dpm");
815         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
816         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
817         precache_model("models/vehicles/bumblebee_ray.dpm");
818         precache_model("models/vehicles/wakizashi_cockpit.dpm");
819         precache_model("models/vehicles/spiderbot_cockpit.dpm");
820         precache_model("models/vehicles/raptor_cockpit.dpm");
821
822         if(autocvar_g_vehicle_bumblebee_energy)
823                 if(autocvar_g_vehicle_bumblebee_energy_regen)
824                         self.vehicle_flags |= VHF_ENERGYREGEN;
825
826         if(autocvar_g_vehicle_bumblebee_shield)
827                 self.vehicle_flags |= VHF_HASSHIELD;
828
829         if(autocvar_g_vehicle_bumblebee_shield_regen)
830                 self.vehicle_flags |= VHF_SHIELDREGEN;
831
832         if(autocvar_g_vehicle_bumblebee_health_regen)
833                 self.vehicle_flags |= VHF_HEALTHREGEN;
834
835         if not(vehicle_initialize(
836                            "Bumblebee", "models/vehicles/bumblebee_body.dpm",
837                            "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
838                            HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
839                            bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
840                            bumb_pilot_frame, bumb_enter, bumb_exit,
841                            bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
842         {
843                 remove(self);
844                 return;
845         }
846 }
847
848 float bumble_raygun_send(entity to, float sf)
849 {
850         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
851
852         WriteByte(MSG_ENTITY, sf);
853         if(sf & BRG_SETUP)
854         {
855                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
856                 WriteByte(MSG_ENTITY, self.realowner.team);
857                 WriteByte(MSG_ENTITY, self.cnt);
858         }
859
860         if(sf & BRG_START)
861         {
862                 WriteCoord(MSG_ENTITY, self.hook_start_x);
863                 WriteCoord(MSG_ENTITY, self.hook_start_y);
864                 WriteCoord(MSG_ENTITY, self.hook_start_z);
865         }
866
867         if(sf & BRG_END)
868         {
869                 WriteCoord(MSG_ENTITY, self.hook_end_x);
870                 WriteCoord(MSG_ENTITY, self.hook_end_y);
871                 WriteCoord(MSG_ENTITY, self.hook_end_z);
872         }
873
874         return TRUE;
875 }
876 #endif // SVQC
877
878 #ifdef CSQC
879 /*
880 .vector raygun_l1
881 .vector raygun_l2;
882 .vector raygun_l3;
883 */
884
885 void bumble_raygun_draw()
886 {
887         float _len;
888         vector _dir;
889         vector _vtmp1, _vtmp2;
890
891         _len = vlen(self.origin - self.move_origin);
892         _dir = normalize(self.move_origin - self.origin);
893         
894         if(self.total_damages < time)
895         {
896                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
897                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
898                 self.total_damages = time + 0.1;
899         }
900
901         float i, df, sz, al;
902         for(i = -0.1; i < 0.2; i += 0.1)
903         {
904                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
905                 sz = 5 + random() * 5;
906                 al = 0.25 + random() * 0.5;
907                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
908                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
909                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
910
911                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
912                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
913                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
914
915                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
916                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
917                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
918
919                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
920         }
921 }
922
923 void bumble_raygun_read(float bIsNew)
924 {
925         float sf = ReadByte();
926
927         if(sf & BRG_SETUP)
928         {
929                 self.cnt  = ReadByte();
930                 self.team = ReadByte();
931                 self.cnt  = ReadByte();
932                 
933                 if(self.cnt)
934                         self.colormod = '1 0 0';
935                 else
936                         self.colormod = '0 1 0';
937
938                 self.traileffect = particleeffectnum("healray_muzzleflash");
939                 self.lip = particleeffectnum("healray_impact");         
940
941                 self.draw = bumble_raygun_draw;
942         }
943         
944         
945         if(sf & BRG_START)
946         {
947                 self.origin_x = ReadCoord();
948                 self.origin_y = ReadCoord();
949                 self.origin_z = ReadCoord();
950                 setorigin(self, self.origin);
951         }
952
953         if(sf & BRG_END)
954         {
955                 self.move_origin_x = ReadCoord();
956                 self.move_origin_y = ReadCoord();
957                 self.move_origin_z = ReadCoord();
958         }
959 }
960
961 void bumblebee_draw()
962 {
963
964 }
965
966 void bumblebee_draw2d()
967 {
968
969 }
970
971 void bumblebee_read_extra()
972 {
973
974 }
975
976 void vehicle_bumblebee_assemble()
977 {
978
979 }
980 #endif //CSQC