#ifndef VEHICLE_BUMBLEBEE #define VEHICLE_BUMBLEBEE #include "bumblebee.qh" #include "bumblebee_weapons.qc" CLASS(Bumblebee, Vehicle) /* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE); /* mins */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130'); /* maxs */ ATTRIB(Bumblebee, maxs, vector, '230 130 130'); /* model */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm"); /* model */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm"); /* head_model */ ATTRIB(Bumblebee, head_model, string, ""); /* hud_model */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm"); /* tags */ ATTRIB(Bumblebee, tag_head, string, ""); /* tags */ ATTRIB(Bumblebee, tag_hud, string, ""); /* tags */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport"); /* netname */ ATTRIB(Bumblebee, netname, string, "bumblebee"); /* fullname */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee")); /* icon */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble"); ENDCLASS(Bumblebee) REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee)); #endif #ifdef IMPLEMENTATION const float BRG_SETUP = 2; const float BRG_START = 4; const float BRG_END = 8; #include "bumblebee_weapons.qc" #ifdef SVQC float autocvar_g_vehicle_bumblebee_speed_forward; float autocvar_g_vehicle_bumblebee_speed_strafe; float autocvar_g_vehicle_bumblebee_speed_up; float autocvar_g_vehicle_bumblebee_speed_down; float autocvar_g_vehicle_bumblebee_turnspeed; float autocvar_g_vehicle_bumblebee_pitchspeed; float autocvar_g_vehicle_bumblebee_pitchlimit; float autocvar_g_vehicle_bumblebee_friction; float autocvar_g_vehicle_bumblebee_energy; float autocvar_g_vehicle_bumblebee_energy_regen; float autocvar_g_vehicle_bumblebee_energy_regen_pause; float autocvar_g_vehicle_bumblebee_health; float autocvar_g_vehicle_bumblebee_health_regen; float autocvar_g_vehicle_bumblebee_health_regen_pause; float autocvar_g_vehicle_bumblebee_shield; float autocvar_g_vehicle_bumblebee_shield_regen; float autocvar_g_vehicle_bumblebee_shield_regen_pause; float autocvar_g_vehicle_bumblebee_cannon_ammo; float autocvar_g_vehicle_bumblebee_cannon_ammo_regen; float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause; float autocvar_g_vehicle_bumblebee_cannon_lock = 0; float autocvar_g_vehicle_bumblebee_cannon_turnspeed; float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down; float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up; float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in; float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out; float autocvar_g_vehicle_bumblebee_raygun_turnspeed; float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down; float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up; float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides; float autocvar_g_vehicle_bumblebee_raygun_range; float autocvar_g_vehicle_bumblebee_raygun_dps; float autocvar_g_vehicle_bumblebee_raygun_aps; float autocvar_g_vehicle_bumblebee_raygun_fps; float autocvar_g_vehicle_bumblebee_raygun; float autocvar_g_vehicle_bumblebee_healgun_hps; float autocvar_g_vehicle_bumblebee_healgun_hmax; float autocvar_g_vehicle_bumblebee_healgun_aps; float autocvar_g_vehicle_bumblebee_healgun_amax; float autocvar_g_vehicle_bumblebee_healgun_sps; float autocvar_g_vehicle_bumblebee_healgun_locktime; float autocvar_g_vehicle_bumblebee_respawntime; float autocvar_g_vehicle_bumblebee_blowup_radius; float autocvar_g_vehicle_bumblebee_blowup_coredamage; float autocvar_g_vehicle_bumblebee_blowup_edgedamage; float autocvar_g_vehicle_bumblebee_blowup_forceintensity; vector autocvar_g_vehicle_bumblebee_bouncepain; bool autocvar_g_vehicle_bumblebee = 0; float bumblebee_gunner_frame() {SELFPARAM(); entity vehic = self.vehicle.owner; entity gun = self.vehicle; entity gunner = self; setself(vehic); vehic.solid = SOLID_NOT; //setorigin(gunner, vehic.origin); gunner.velocity = vehic.velocity; float _in, _out; vehic.angles_x *= -1; makevectors(vehic.angles); vehic.angles_x *= -1; if(gun == vehic.gun1) { _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in; _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out; setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128); } else { _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out; _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in; setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128); } crosshair_trace(gunner); vector _ct = trace_endpos; vector ad; if(autocvar_g_vehicle_bumblebee_cannon_lock) { if(gun.lock_time < time) gun.enemy = world; if(trace_ent) if(trace_ent.movetype) if(trace_ent.takedamage) if(!trace_ent.deadflag) { if(DIFF_TEAM(trace_ent, gunner)) { gun.enemy = trace_ent; gun.lock_time = time + 5; } } } if(gun.enemy) { float distance, impact_time; vector vf = real_origin(gun.enemy); vector _vel = gun.enemy.velocity; if(gun.enemy.movetype == MOVETYPE_WALK) _vel.z *= 0.1; ad = vf; distance = vlen(ad - gunner.origin); impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed; ad = vf + _vel * impact_time; trace_endpos = ad; UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1); vehicle_aimturret(vehic, trace_endpos, gun, "fire", autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up, _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed); } else vehicle_aimturret(vehic, _ct, gun, "fire", autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up, _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed); if(!forbidWeaponUse(gunner)) if(gunner.BUTTON_ATCK) if(time > gun.attack_finished_single) if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost) { gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost; bumblebee_fire_cannon(gun, "fire", gunner); gun.delay = time; gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire; } VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee); if(vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee); ad = gettaginfo(gun, gettagindex(gun, "fire")); traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun); UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0); if(vehic.owner) UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2)); vehic.solid = SOLID_BBOX; gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0; gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; setself(gunner); return 1; } vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player) { //vector exitspot; float mysize; tracebox(gunner.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return prefer_spot; mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size float i; vector v, v2; v2 = 0.5 * (gunner.absmin + gunner.absmax); for(i = 0; i < 100; ++i) { v = randomvec(); v_z = 0; v = v2 + normalize(v) * mysize; tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return v; } return prefer_spot; // this should be considered a fallback?! } void bumblebee_gunner_exit(int _exitflag) {SELFPARAM(); entity player = self; entity gunner = player.vehicle; entity vehic = gunner.owner; if(IS_REAL_CLIENT(player)) { msg_entity = player; WriteByte(MSG_ONE, SVC_SETVIEWPORT); WriteEntity(MSG_ONE, player); WriteByte(MSG_ONE, SVC_SETVIEWANGLES); WriteAngle(MSG_ONE, 0); WriteAngle(MSG_ONE, vehic.angles.y); WriteAngle(MSG_ONE, 0); } CSQCVehicleSetup(player, HUD_NORMAL); setsize(player, PL_MIN, PL_MAX); player.takedamage = DAMAGE_AIM; player.solid = SOLID_SLIDEBOX; player.movetype = MOVETYPE_WALK; player.effects &= ~EF_NODRAW; player.alpha = 1; player.PlayerPhysplug = func_null; player.view_ofs = PL_VIEW_OFS; player.event_damage = PlayerDamage; player.hud = HUD_NORMAL; player.teleportable = TELEPORT_NORMAL; player.switchweapon = gunner.switchweapon; player.vehicle_enter_delay = time + 2; fixedmakevectors(vehic.angles); if(player == vehic.gunner1) { vehic.gunner1 = world; } if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; } vector spot = real_origin(gunner); spot = spot + v_up * 128 + v_forward * 300 + v_right * 150; spot = bumblebee_gunner_findgoodexit(spot, gunner, player); // TODO: figure a way to move player out of the gunner player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200; player.velocity_z += 10; gunner.phase = time + 5; gunner.vehicle_hudmodel.viewmodelforclient = gunner; MUTATOR_CALLHOOK(VehicleExit, player, gunner); player.vehicle = world; } bool bumblebee_gunner_enter() {SELFPARAM(); entity vehic = self; entity player = other; entity gunner = world; if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2) { // we can have some fun if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin)) { gunner = vehic.gun2; vehic.gunner2 = player; } else { gunner = vehic.gun1; vehic.gunner1 = player; } } else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; } else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; } else { LOG_TRACE("Vehicle is full, fail\n"); return false; } player.vehicle = gunner; player.angles = vehic.angles; player.takedamage = DAMAGE_NO; player.solid = SOLID_NOT; player.alpha = -1; player.movetype = MOVETYPE_NOCLIP; player.event_damage = func_null; player.view_ofs = '0 0 0'; player.hud = gunner.hud; player.teleportable = false; player.PlayerPhysplug = gunner.PlayerPhysplug; player.vehicle_ammo1 = vehic.vehicle_ammo1; player.vehicle_ammo2 = vehic.vehicle_ammo2; player.vehicle_reload1 = vehic.vehicle_reload1; player.vehicle_reload2 = vehic.vehicle_reload2; player.vehicle_energy = vehic.vehicle_energy; player.flags &= ~FL_ONGROUND; RemoveGrapplingHook(player); gunner.switchweapon = player.switchweapon; gunner.vehicle_exit = bumblebee_gunner_exit; gunner.vehicle_hudmodel.viewmodelforclient = player; if(IS_REAL_CLIENT(player)) { msg_entity = player; WriteByte(MSG_ONE, SVC_SETVIEWPORT); WriteEntity(MSG_ONE, gunner.vehicle_viewport); WriteByte(MSG_ONE, SVC_SETVIEWANGLES); WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw WriteAngle(MSG_ONE, 0); // roll } CSQCVehicleSetup(player, player.hud); MUTATOR_CALLHOOK(VehicleEnter, player, gunner); return true; } bool vehicles_valid_pilot() {SELFPARAM(); if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots) return false; if((!IS_PLAYER(other)) || (other.deadflag != DEAD_NO) || (other.vehicle) || (DIFF_TEAM(other, self)) ) { return false; } return true; } void bumblebee_touch() {SELFPARAM(); if(autocvar_g_vehicles_enter) { return; } if(self.gunner1 != world && self.gunner2 != world) { vehicles_touch(); return; } if(vehicles_valid_pilot()) { float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase); if(time >= other.vehicle_enter_delay && phase_time) if(bumblebee_gunner_enter()) return; } vehicles_touch(); } void bumblebee_regen() {SELFPARAM(); if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo, self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime); if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo, self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime); if(self.vehicle_flags & VHF_SHIELDREGEN) 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); if(self.vehicle_flags & VHF_HEALTHREGEN) 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); if(self.vehicle_flags & VHF_ENERGYREGEN) 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); } float bumblebee_pilot_frame() {SELFPARAM(); entity pilot, vehic; vector newvel; if(intermission_running) { self.vehicle.velocity = '0 0 0'; self.vehicle.avelocity = '0 0 0'; return 1; } pilot = self; vehic = self.vehicle; setself(vehic); if(vehic.deadflag != DEAD_NO) { setself(pilot); pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0; return 1; } bumblebee_regen(); crosshair_trace(pilot); vector vang; float ftmp; vang = vehic.angles; newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32')); vang.x *= -1; newvel.x *= -1; if(newvel.x > 180) newvel.x -= 360; if(newvel.x < -180) newvel.x += 360; if(newvel.y > 180) newvel.y -= 360; if(newvel.y < -180) newvel.y += 360; ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y); if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360; vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed); // Pitch ftmp = 0; if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = 4; else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = -8; newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit); ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit); vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed); vehic.angles_x = anglemods(vehic.angles.x); vehic.angles_y = anglemods(vehic.angles.y); vehic.angles_z = anglemods(vehic.angles.z); makevectors('0 1 0' * vehic.angles.y); newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction; if(pilot.movement.x != 0) { if(pilot.movement.x > 0) newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward; else if(pilot.movement.x < 0) newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward; } if(pilot.movement.y != 0) { if(pilot.movement.y < 0) newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe; else if(pilot.movement.y > 0) newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe; ftmp = newvel * v_right; ftmp *= frametime * 0.1; vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15); } else { vehic.angles_z *= 0.95; if(vehic.angles.z >= -1 && vehic.angles.z <= -1) vehic.angles_z = 0; } if(pilot.BUTTON_CROUCH) newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down; else if(pilot.BUTTON_JUMP) newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up; vehic.velocity += newvel * frametime; pilot.velocity = pilot.movement = vehic.velocity; if(autocvar_g_vehicle_bumblebee_healgun_locktime) { if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag) vehic.tur_head.enemy = world; if(trace_ent) if(trace_ent.movetype) if(trace_ent.takedamage) if(!trace_ent.deadflag) { if(teamplay) { if(trace_ent.team == pilot.team) { vehic.tur_head.enemy = trace_ent; vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime; } } else { vehic.tur_head.enemy = trace_ent; vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime; } } if(vehic.tur_head.enemy) { trace_endpos = real_origin(vehic.tur_head.enemy); UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0); } } vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire", autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed); if(!forbidWeaponUse(pilot)) if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0)) { vehic.gun3.enemy.realowner = pilot; vehic.gun3.enemy.effects &= ~EF_NODRAW; vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire")); vehic.gun3.enemy.SendFlags |= BRG_START; traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic); if(trace_ent) { if(autocvar_g_vehicle_bumblebee_raygun) { 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); vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime; } else { if(trace_ent.deadflag == DEAD_NO) if((teamplay && trace_ent.team == pilot.team) || !teamplay) { if(trace_ent.vehicle_flags & VHF_ISVEHICLE) { if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health) trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health); if(autocvar_g_vehicle_bumblebee_healgun_hps) trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health); } else if(IS_CLIENT(trace_ent)) { if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps) trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax); if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps) trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax); trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax); } else if(IS_TURRET(trace_ent)) { if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps) trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health); //else ..hmmm what? ammo? trace_ent.SendFlags |= TNSF_STATUS; } } } } vehic.gun3.enemy.hook_end = trace_endpos; setorigin(vehic.gun3.enemy, trace_endpos); vehic.gun3.enemy.SendFlags |= BRG_END; vehic.wait = time + 1; } else vehic.gun3.enemy.effects |= EF_NODRAW; /*{ if(vehic.gun3.enemy) remove(vehic.gun3.enemy); vehic.gun3.enemy = world; } */ VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee); VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee); pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; if(vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee); vehic.angles_x *= -1; makevectors(vehic.angles); vehic.angles_x *= -1; setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160); pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0; setself(pilot); return 1; } void bumblebee_land() {SELFPARAM(); float hgt; hgt = raptor_altitude(512); self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime); self.angles_x *= 0.95; self.angles_z *= 0.95; if(hgt < 16) self.think = vehicles_think; self.nextthink = time; CSQCMODEL_AUTOUPDATE(self); } void bumblebee_exit(float eject) {SELFPARAM(); if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid) { bumblebee_gunner_exit(eject); return; } self.touch = vehicles_touch; if(self.deadflag == DEAD_NO) { self.think = bumblebee_land; self.nextthink = time; } self.movetype = MOVETYPE_TOSS; if(!self.owner) return; fixedmakevectors(self.angles); vector spot; if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5) spot = self.origin + v_up * 128 + v_forward * 300; else spot = self.origin + v_up * 128 - v_forward * 300; spot = vehicles_findgoodexit(spot); // Hide beam if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) { self.gun3.enemy.effects |= EF_NODRAW; } self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200; self.owner.velocity_z += 10; setorigin(self.owner, spot); antilag_clear(self.owner); self.owner = world; } void bumblebee_blowup() {SELFPARAM(); RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage, autocvar_g_vehicle_bumblebee_blowup_edgedamage, autocvar_g_vehicle_bumblebee_blowup_radius, self, world, autocvar_g_vehicle_bumblebee_blowup_forceintensity, DEATH_VH_BUMB_DEATH, world); sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1); if(self.owner.deadflag == DEAD_DYING) self.owner.deadflag = DEAD_DEAD; remove(self); } void bumblebee_diethink() {SELFPARAM(); if(time >= self.wait) self.think = bumblebee_blowup; if(random() < 0.1) { sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); } self.nextthink = time + 0.1; } spawnfunc(vehicle_bumblebee) { if(!autocvar_g_vehicle_bumblebee) { remove(self); return; } if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; } } METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh)) { if(autocvar_g_vehicle_bumblebee_bouncepain) vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z); } METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh)) { SELFPARAM(); self.touch = bumblebee_touch; self.nextthink = 0; self.movetype = MOVETYPE_BOUNCEMISSILE; } METHOD(Bumblebee, vr_think, void(Bumblebee thisveh)) { SELFPARAM(); self.angles_z *= 0.8; self.angles_x *= 0.8; self.nextthink = time; if(!self.owner) { entity oldself = self; if(self.gunner1) { setself(self.gunner1); oldself.gun1.vehicle_exit(VHEF_EJECT); entity oldother = other; other = self; setself(oldself); self.phase = 0; self.touch(); other = oldother; return; } if(self.gunner2) { setself(self.gunner2); oldself.gun2.vehicle_exit(VHEF_EJECT); entity oldother = other; other = self; setself(oldself); self.phase = 0; self.touch(); other = oldother; return; } } } METHOD(Bumblebee, vr_death, void(Bumblebee thisveh)) { SELFPARAM(); entity oldself = self; CSQCModel_UnlinkEntity(self); // Hide beam if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) self.gun3.enemy.effects |= EF_NODRAW; if(self.gunner1) { setself(self.gunner1); oldself.gun1.vehicle_exit(VHEF_EJECT); setself(oldself); } if(self.gunner2) { setself(self.gunner2); oldself.gun2.vehicle_exit(VHEF_EJECT); setself(oldself); } self.vehicle_exit(VHEF_EJECT); fixedmakevectors(self.angles); vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200); vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200); vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300); entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100); if(random() > 0.5) _body.touch = bumblebee_blowup; else _body.touch = func_null; _body.think = bumblebee_diethink; _body.nextthink = time; _body.wait = time + 2 + (random() * 8); _body.owner = self; _body.enemy = self.enemy; _body.scale = 1.5; _body.angles = self.angles; Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1); self.health = 0; self.event_damage = func_null; self.solid = SOLID_NOT; self.takedamage = DAMAGE_NO; self.deadflag = DEAD_DYING; self.movetype = MOVETYPE_NONE; self.effects = EF_NODRAW; self.colormod = '0 0 0'; self.avelocity = '0 0 0'; self.velocity = '0 0 0'; self.touch = func_null; self.nextthink = 0; setorigin(self, self.pos1); } METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh)) { SELFPARAM(); if(!self.gun1) { // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance. self.vehicle_shieldent = spawn(); self.vehicle_shieldent.effects = EF_LOWPRECISION; setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD); setattachment(self.vehicle_shieldent, self, ""); setorigin(self.vehicle_shieldent, real_origin(self) - self.origin); self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins); self.vehicle_shieldent.think = shieldhit_think; self.vehicle_shieldent.alpha = -1; self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW; self.gun1 = spawn(); self.gun2 = spawn(); self.gun3 = spawn(); self.vehicle_flags |= VHF_MULTISLOT; self.gun1.owner = self; self.gun2.owner = self; self.gun3.owner = self; self.gun1.classname = self.gun2.classname = "vehicle_playerslot"; setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT); setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT); setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER); setattachment(self.gun1, self, "cannon_right"); setattachment(self.gun2, self, "cannon_left"); // Angled bones are no fun, messes up gun-aim; so work arround it. self.gun3.pos1 = self.angles; self.angles = '0 0 0'; vector ofs = gettaginfo(self, gettagindex(self, "raygun")); ofs -= self.origin; setattachment(self.gun3, self, ""); setorigin(self.gun3, ofs); self.angles = self.gun3.pos1; vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down. setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up //fixme-model-bones setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23'); setorigin(self.gun1.vehicle_viewport, '-85 0 50'); //fixme-model-bones setorigin(self.gun2.vehicle_hudmodel, '90 27 -23'); setorigin(self.gun2.vehicle_viewport, '-85 0 50'); self.scale = 1.5; // Raygun beam if(self.gun3.enemy == world) { self.gun3.enemy = spawn(); Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send); self.gun3.enemy.SendFlags = BRG_SETUP; self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun; self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION; } } self.vehicle_health = autocvar_g_vehicle_bumblebee_health; self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; self.solid = SOLID_BBOX; self.movetype = MOVETYPE_TOSS; self.damageforcescale = 0.025; self.PlayerPhysplug = bumblebee_pilot_frame; setorigin(self, self.origin + '0 0 25'); } METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh)) { SELFPARAM(); if(autocvar_g_vehicle_bumblebee_energy) if(autocvar_g_vehicle_bumblebee_energy_regen) self.vehicle_flags |= VHF_ENERGYREGEN; if(autocvar_g_vehicle_bumblebee_shield) self.vehicle_flags |= VHF_HASSHIELD; if(autocvar_g_vehicle_bumblebee_shield_regen) self.vehicle_flags |= VHF_SHIELDREGEN; if(autocvar_g_vehicle_bumblebee_health_regen) self.vehicle_flags |= VHF_HEALTHREGEN; self.vehicle_exit = bumblebee_exit; self.respawntime = autocvar_g_vehicle_bumblebee_respawntime; self.vehicle_health = autocvar_g_vehicle_bumblebee_health; self.max_health = self.vehicle_health; self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; } #endif // SVQC #ifdef CSQC void CSQC_BUMBLE_GUN_HUD() { Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null, "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, string_null, '0 0 0', string_null); } METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh)) { Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2", "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, vCROSS_HEAL); } METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh)) { AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2 } #endif #endif