#include "bumblebee.qh" const float BRG_SETUP = 2; const float BRG_START = 4; const float BRG_END = 8; #ifdef SVQC float autocvar_g_vehicle_bumblebee_respawntime = 60; float autocvar_g_vehicle_bumblebee_speed_forward = 350; float autocvar_g_vehicle_bumblebee_speed_strafe = 350; float autocvar_g_vehicle_bumblebee_speed_up = 350; float autocvar_g_vehicle_bumblebee_speed_down = 350; float autocvar_g_vehicle_bumblebee_turnspeed = 120; float autocvar_g_vehicle_bumblebee_pitchspeed = 60; float autocvar_g_vehicle_bumblebee_pitchlimit = 60; float autocvar_g_vehicle_bumblebee_friction = 0.5; bool autocvar_g_vehicle_bumblebee_swim = true; float autocvar_g_vehicle_bumblebee_energy = 500; float autocvar_g_vehicle_bumblebee_energy_regen = 50; float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1; float autocvar_g_vehicle_bumblebee_health = 1000; float autocvar_g_vehicle_bumblebee_health_regen = 65; float autocvar_g_vehicle_bumblebee_health_regen_pause = 10; float autocvar_g_vehicle_bumblebee_shield = 400; float autocvar_g_vehicle_bumblebee_shield_regen = 150; float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75; float autocvar_g_vehicle_bumblebee_cannon_ammo = 100; float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100; float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1; float autocvar_g_vehicle_bumblebee_cannon_lock = 1; float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 260; float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60; float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60; float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20; float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80; float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180; float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20; float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5; float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35; bool autocvar_g_vehicle_bumblebee_raygun = false; float autocvar_g_vehicle_bumblebee_raygun_range = 2048; float autocvar_g_vehicle_bumblebee_raygun_dps = 250; float autocvar_g_vehicle_bumblebee_raygun_aps = 100; float autocvar_g_vehicle_bumblebee_raygun_fps = 100; float autocvar_g_vehicle_bumblebee_healgun_hps = 150; float autocvar_g_vehicle_bumblebee_healgun_hmax = 100; float autocvar_g_vehicle_bumblebee_healgun_aps = 75; float autocvar_g_vehicle_bumblebee_healgun_amax = 100; float autocvar_g_vehicle_bumblebee_healgun_sps = 100; float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5; float autocvar_g_vehicle_bumblebee_blowup_radius = 500; float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500; float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100; float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600; vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200'; bool autocvar_g_vehicle_bumblebee = true; bool bumblebee_gunner_frame(entity this, float dt) { entity vehic = this.vehicle.owner; entity gun = this.vehicle; return = true; // this isn't technically a vehicle (yet), let's not do frame functions on it (yet) //vehicles_frame(gun, player); vehic.solid = SOLID_NOT; //setorigin(this, vehic.origin); this.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(this, 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(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128); } this.oldorigin = this.origin; // negate fall damage crosshair_trace(this); vector _ct = trace_endpos; vector ad; if(autocvar_g_vehicle_bumblebee_cannon_lock) { if(gun.lock_time < time || IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy)) gun.enemy = NULL; if(trace_ent) if(trace_ent.move_movetype) if(trace_ent.takedamage) if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) { if(teamplay) { if(DIFF_TEAM(trace_ent, this)) { gun.enemy = trace_ent; gun.lock_time = time + 2.5; } } else { gun.enemy = trace_ent; gun.lock_time = time + 0.5; } } } if(gun.enemy) { float distance, impact_time; vector vf = real_origin(gun.enemy); vector _vel = gun.enemy.velocity; if(gun.enemy.move_movetype == MOVETYPE_WALK) _vel.z *= 0.1; ad = vf; distance = vlen(ad - this.origin); impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed; ad = vf + _vel * impact_time; trace_endpos = ad; UpdateAuxiliaryXhair(this, 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, dt); } 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, dt); if(!forbidWeaponUse(this)) if(PHYS_INPUT_BUTTON_ATCK(this)) if(time > gun.attack_finished_single[0]) if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost) { gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost; bumblebee_fire_cannon(vehic, gun, "fire", this); gun.delay = time; gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire; } VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH); if(vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee); ad = gettaginfo(gun, gettagindex(gun, "fire")); traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun); UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0); if(vehic.owner) UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2)); vehic.solid = SOLID_BBOX; PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; } vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player) { //vector exitspot; float mysize; tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return prefer_spot; mysize = 1.5 * vlen(STAT(PL_MAX, player) - STAT(PL_MIN, player)); // 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, STAT(PL_MIN, player), STAT(PL_MAX, player), 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(entity this, int _exitflag) { entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2); entity gunner = this; 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, STAT(PL_MIN, player), STAT(PL_MAX, player)); player.takedamage = DAMAGE_AIM; player.solid = SOLID_SLIDEBOX; set_movetype(player, MOVETYPE_WALK); player.effects &= ~EF_NODRAW; player.alpha = 1; player.PlayerPhysplug = func_null; player.view_ofs = STAT(PL_VIEW_OFS, player); player.event_damage = PlayerDamage; STAT(HUD, player) = HUD_NORMAL; player.teleportable = TELEPORT_NORMAL; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon; delete(gunner.(weaponentity)); } player.vehicle_enter_delay = time + 2; fixedmakevectors(vehic.angles); if(player == vehic.gunner1) { vehic.gunner1 = NULL; } if(player == vehic.gunner2) { vehic.gunner2 = NULL; 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 = NULL; } bool bumblebee_gunner_enter(entity this, entity player) { entity vehic = this; entity gunner = NULL; if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2) { // we can have some fun vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right")); vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left")); if(vlen2(player.origin - v1) < vlen2(player.origin - v2)) { gunner = vehic.gun1; vehic.gunner1 = player; } else { gunner = vehic.gun2; vehic.gunner2 = 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"); return false; } player.vehicle = gunner; player.angles = vehic.angles; player.takedamage = DAMAGE_NO; player.solid = SOLID_NOT; player.alpha = -1; set_movetype(player, MOVETYPE_NOCLIP); player.event_damage = func_null; player.view_ofs = '0 0 0'; STAT(HUD, player) = STAT(HUD, gunner); 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; UNSET_ONGROUND(player); RemoveGrapplingHooks(player); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; gunner.(weaponentity) = new(temp_wepent); gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_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, STAT(HUD, player)); MUTATOR_CALLHOOK(VehicleEnter, player, gunner); return true; } bool vehicles_valid_pilot(entity this, entity toucher) { if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots) return false; if((!IS_PLAYER(toucher)) || (IS_DEAD(toucher)) || (toucher.vehicle) || (DIFF_TEAM(toucher, this)) ) { return false; } return true; } void bumblebee_touch(entity this, entity toucher) { if(autocvar_g_vehicles_enter) { return; } if(this.gunner1 != NULL && this.gunner2 != NULL) { vehicles_touch(this, toucher); return; } if(vehicles_valid_pilot(this, toucher)) { float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase); if(time >= toucher.vehicle_enter_delay && phase_time) if(bumblebee_gunner_enter(this, toucher)) return; } vehicles_touch(this, toucher); } void bumblebee_regen(entity this, float dt) { if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo, this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt); if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo, this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt); if(this.vehicle_flags & VHF_SHIELDREGEN) vehicles_regen(this, this.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, dt, true); if(this.vehicle_flags & VHF_HEALTHREGEN) vehicles_regen_resource(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, dt, false, RES_HEALTH); if(this.vehicle_flags & VHF_ENERGYREGEN) vehicles_regen(this, this.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, dt, false); } bool bumblebee_pilot_frame(entity this, float dt) { entity vehic = this.vehicle; return = true; if(game_stopped) { vehic.solid = SOLID_NOT; vehic.takedamage = DAMAGE_NO; set_movetype(vehic, MOVETYPE_NONE); return; } vehicles_frame(vehic, this); if(IS_DEAD(vehic)) { PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; return; } bumblebee_regen(vehic, dt); crosshair_trace(this); vector vang = vehic.angles; vector newvel = vectoangles(normalize(trace_endpos - vehic.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; float ftmp = shortangle_f(this.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(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = 4; else if(CS(this).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(CS(this).movement.x != 0) { if(CS(this).movement.x > 0) newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward; else if(CS(this).movement.x < 0) newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward; } if(CS(this).movement.y != 0) { if(CS(this).movement.y < 0) newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe; else if(CS(this).movement.y > 0) newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe; ftmp = newvel * v_right; ftmp *= dt * 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(PHYS_INPUT_BUTTON_CROUCH(this)) newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down; else if(PHYS_INPUT_BUTTON_JUMP(this)) newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up; vehic.velocity += newvel * dt; this.velocity = CS(this).movement = vehic.velocity; if(autocvar_g_vehicle_bumblebee_healgun_locktime) { if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy)) vehic.tur_head.enemy = NULL; if(trace_ent) if(trace_ent.move_movetype) if(trace_ent.takedamage) if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) { if(teamplay) { if(trace_ent.team == this.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(this, trace_endpos, '0 0.75 0', 0); } } vang = vehicle_aimturret(vehic, trace_endpos, vehic.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, dt); if(!forbidWeaponUse(this)) if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME || autocvar_g_vehicle_bumblebee_raygun == 0)) { vehic.gun3.enemy.realowner = this; 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, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, DMG_NOWEP, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME); vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME; } else { if(!IS_DEAD(trace_ent)) { if((teamplay && trace_ent.team == this.team) || !teamplay) { if(autocvar_g_vehicle_bumblebee_healgun_hps) { float hplimit = ((IS_PLAYER(trace_ent)) ? autocvar_g_vehicle_bumblebee_healgun_hmax : RES_LIMIT_NONE); Heal(trace_ent, this, autocvar_g_vehicle_bumblebee_healgun_hps * dt, hplimit); } if(IS_VEHICLE(trace_ent)) { if(autocvar_g_vehicle_bumblebee_healgun_sps && GetResource(trace_ent, RES_HEALTH) <= trace_ent.max_health) trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health); } else if(IS_CLIENT(trace_ent)) { if(GetResource(trace_ent, RES_ARMOR) <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps) GiveResourceWithLimit(trace_ent, RES_ARMOR, autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax); } } } } } 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 = NULL; } */ VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH); VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee); this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; if(vehic.vehicle_flags & VHF_HASSHIELD) VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee); vehic.angles_x *= -1; makevectors(vehic.angles); vehic.angles_x *= -1; setorigin(this, vehic.origin + v_up * 48 + v_forward * 160); this.oldorigin = this.origin; // negate fall damage PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } void bumblebee_land(entity this) { float hgt; hgt = vehicle_altitude(this, 512); this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME); this.angles_x *= 0.95; this.angles_z *= 0.95; if(hgt < 16) setthink(this, vehicles_think); this.nextthink = time; CSQCMODEL_AUTOUPDATE(this); } void bumblebee_exit(entity this, int eject) { if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid) { bumblebee_gunner_exit(this, eject); return; } settouch(this, vehicles_touch); if(!IS_DEAD(this)) { setthink(this, bumblebee_land); this.nextthink = time; } set_movetype(this, MOVETYPE_TOSS); if(!this.owner) return; fixedmakevectors(this.angles); vector spot; if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5)) spot = this.origin + v_up * 128 + v_forward * 300; else spot = this.origin + v_up * 128 - v_forward * 300; spot = vehicles_findgoodexit(this, this.owner, spot); // Hide beam if(this.gun3.enemy || !wasfreed(this.gun3.enemy)) this.gun3.enemy.effects |= EF_NODRAW; this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200; this.owner.velocity_z += 10; setorigin(this.owner, spot); antilag_clear(this.owner, CS(this.owner)); this.owner = NULL; } void bumblebee_blowup(entity this) { RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage, autocvar_g_vehicle_bumblebee_blowup_edgedamage, autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL, autocvar_g_vehicle_bumblebee_blowup_forceintensity, DEATH_VH_BUMB_DEATH.m_id, DMG_NOWEP, NULL); sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1); if(this.owner.deadflag == DEAD_DYING) this.owner.deadflag = DEAD_DEAD; delete(this); } void bumblebee_dead_touch(entity this, entity toucher) { bumblebee_blowup(this); } void bumblebee_diethink(entity this) { if(time >= this.wait) setthink(this, bumblebee_blowup); if(random() < 0.1) { sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1); } this.nextthink = time + 0.1; } spawnfunc(vehicle_bumblebee) { if(!autocvar_g_vehicle_bumblebee) { delete(this); return; } if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; } } METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance)) { if(autocvar_g_vehicle_bumblebee_bouncepain) vehicles_impact(instance, 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, entity instance)) { settouch(instance, bumblebee_touch); instance.nextthink = 0; set_movetype(instance, MOVETYPE_BOUNCEMISSILE); } METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor)) { if(!instance.gunner1) if(time >= instance.gun1.phase) if(instance.gun1.vehicle_enter) if(instance.gun1.vehicle_enter(instance, actor)) return; if(!instance.gunner2) if(time >= instance.gun2.phase) if(instance.gun2.vehicle_enter) if(instance.gun2.vehicle_enter(instance, actor)) return; } METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance)) { instance.angles_z *= 0.8; instance.angles_x *= 0.8; instance.nextthink = time; if(!instance.owner) { if(instance.gunner1) { entity e = instance.gunner1; instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT); instance.phase = 0; gettouch(instance)(instance, e); return; } if(instance.gunner2) { entity e = instance.gunner2; instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT); instance.phase = 0; gettouch(instance)(instance, e); return; } } } METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance)) { CSQCModel_UnlinkEntity(instance); // hide beam if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy)) instance.gun3.enemy.effects |= EF_NODRAW; if(instance.gunner1) instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT); if(instance.gunner2) instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT); instance.vehicle_exit(instance, VHEF_EJECT); fixedmakevectors(instance.angles); vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200); vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200); vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300); entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100); if(random() > 0.5) settouch(_body, bumblebee_dead_touch); else settouch(_body, func_null); setthink(_body, bumblebee_diethink); _body.nextthink = time; _body.wait = time + 2 + (random() * 8); _body.owner = instance; _body.enemy = instance.enemy; _body.scale = 1.5; _body.angles = instance.angles; Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1); SetResource(instance, RES_HEALTH, 0); instance.event_damage = func_null; instance.solid = SOLID_NOT; instance.takedamage = DAMAGE_NO; instance.deadflag = DEAD_DYING; set_movetype(instance, MOVETYPE_NONE); instance.effects = EF_NODRAW; instance.colormod = '0 0 0'; instance.avelocity = '0 0 0'; instance.velocity = '0 0 0'; settouch(instance, func_null); instance.nextthink = 0; setorigin(instance, instance.pos1); } METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance)) { if(!instance.gun1) { // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance. instance.vehicle_shieldent = spawn(); instance.vehicle_shieldent.effects = EF_LOWPRECISION; setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD); setattachment(instance.vehicle_shieldent, instance, ""); setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin); instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins); setthink(instance.vehicle_shieldent, shieldhit_think); instance.vehicle_shieldent.alpha = -1; instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW; instance.gun1 = new(vehicle_playerslot); instance.gun2 = new(vehicle_playerslot); instance.gun3 = new(bumblebee_raygun); instance.vehicle_flags |= VHF_MULTISLOT; instance.gun1.owner = instance; instance.gun2.owner = instance; instance.gun3.owner = instance; setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT); setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT); setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER); setattachment(instance.gun1, instance, "cannon_right"); setattachment(instance.gun2, instance, "cannon_left"); // Angled bones are no fun, messes up gun-aim; so work arround it. instance.gun3.pos1 = instance.angles; instance.angles = '0 0 0'; vector ofs = gettaginfo(instance, gettagindex(instance, "raygun")); ofs -= instance.origin; setattachment(instance.gun3, instance, ""); setorigin(instance.gun3, ofs); instance.angles = instance.gun3.pos1; vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down. setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up //fixme-model-bones setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23'); setorigin(instance.gun1.vehicle_viewport, '-85 0 50'); //fixme-model-bones setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23'); setorigin(instance.gun2.vehicle_viewport, '-85 0 50'); instance.scale = 1.5; // Raygun beam if(instance.gun3.enemy == NULL) { instance.gun3.enemy = spawn(); Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send); instance.gun3.enemy.SendFlags = BRG_SETUP; instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun; instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION; } } if(!autocvar_g_vehicle_bumblebee_swim) instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK; SetResource(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health); instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; instance.solid = SOLID_BBOX; set_movetype(instance, MOVETYPE_TOSS); instance.damageforcescale = 0.025; instance.PlayerPhysplug = bumblebee_pilot_frame; setorigin(instance, instance.origin + '0 0 25'); } METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance)) { if(autocvar_g_vehicle_bumblebee_energy) if(autocvar_g_vehicle_bumblebee_energy_regen) instance.vehicle_flags |= VHF_ENERGYREGEN; if(autocvar_g_vehicle_bumblebee_shield) instance.vehicle_flags |= VHF_HASSHIELD; if(autocvar_g_vehicle_bumblebee_shield_regen) instance.vehicle_flags |= VHF_SHIELDREGEN; if(autocvar_g_vehicle_bumblebee_health_regen) instance.vehicle_flags |= VHF_HEALTHREGEN; instance.vehicle_exit = bumblebee_exit; instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime; SetResource(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health); instance.max_health = GetResource(instance, RES_HEALTH); instance.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'); } 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); float hudAlpha = autocvar_hud_panel_fg_alpha; float blinkValue = 0.55 + sin(time * 7) * 0.45; vector tmpPos = '0 0 0'; vector tmpSize = hud_fontsize; tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768); if(!AuxiliaryXhair[1].draw2d) { tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y; drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL); } if(!AuxiliaryXhair[2].draw2d) { tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256); drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL); } } METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player)) { Vehicles_drawCrosshair(vCROSS_HEAL); } METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance)) { AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2 } #endif