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