#define BRG_SETUP 2 #define BRG_START 4 #define BRG_END 8 #ifdef SVQC // Auto cvars 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_cost; float autocvar_g_vehicle_bumblebee_cannon_damage; float autocvar_g_vehicle_bumblebee_cannon_radius; float autocvar_g_vehicle_bumblebee_cannon_refire; float autocvar_g_vehicle_bumblebee_cannon_speed; float autocvar_g_vehicle_bumblebee_cannon_spread; float autocvar_g_vehicle_bumblebee_cannon_force; float autocvar_g_vehicle_bumblebee_cannon_ammo; float autocvar_g_vehicle_bumblebee_cannon_ammo_regen; float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause; var 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; var vector autocvar_g_vehicle_bumblebee_bouncepain; var float autocvar_g_vehicle_bumblebee = 0; float bumble_raygun_send(entity to, float sf); #define BUMB_MIN '-130 -130 -130' #define BUMB_MAX '130 130 130' void bumb_fire_cannon(entity _gun, string _tagname, entity _owner) { vector v = gettaginfo(_gun, gettagindex(_gun, _tagname)); vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav", v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed, autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0, DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner); } float bumb_gunner_frame() { entity vehic = self.vehicle.owner; entity gun = self.vehicle; entity gunner = self; self = 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(teamplay) { if(trace_ent.team != gunner.team) { gun.enemy = trace_ent; gun.lock_time = time + 5; } } else { gun.enemy = trace_ent; gun.lock_time = time + 5; } } } if(gun.enemy) { float i, 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; for(i = 0; i < 4; ++i) { 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(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; bumb_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; self = gunner; return 1; } void bumb_gunner_exit(float _exitflag) { if(IS_REAL_CLIENT(self)) { msg_entity = self; WriteByte(MSG_ONE, SVC_SETVIEWPORT); WriteEntity(MSG_ONE, self); WriteByte(MSG_ONE, SVC_SETVIEWANGLES); WriteAngle(MSG_ONE, 0); WriteAngle(MSG_ONE, self.vehicle.angles_y); WriteAngle(MSG_ONE, 0); } CSQCVehicleSetup(self, HUD_NORMAL); setsize(self, PL_MIN, PL_MAX); self.takedamage = DAMAGE_AIM; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_WALK; self.effects &~= EF_NODRAW; self.alpha = 1; self.PlayerPhysplug = func_null; self.view_ofs = PL_VIEW_OFS; self.event_damage = PlayerDamage; self.hud = HUD_NORMAL; self.switchweapon = self.vehicle.switchweapon; vh_player = self; vh_vehicle = self.vehicle; MUTATOR_CALLHOOK(VehicleExit); self = vh_player; self.vehicle = vh_vehicle; self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle; fixedmakevectors(self.vehicle.owner.angles); if(self == self.vehicle.owner.gunner1) { self.vehicle.owner.gunner1 = world; } else if(self == self.vehicle.owner.gunner2) { self.vehicle.owner.gunner2 = world; v_right *= -1; } else dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n"); vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300; spot = vehicles_findgoodexit(spot); //setorigin(self , spot); self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200; self.velocity_z += 10; self.vehicle.phase = time + 5; self.vehicle = world; } float bumb_gunner_enter() { RemoveGrapplingHook(other); entity _gun, _gunner; if(!self.gunner1) { _gun = self.gun1; _gunner = self.gunner1; self.gunner1 = other; } else if(!self.gunner2) { _gun = self.gun2; _gunner = self.gunner2; self.gunner2 = other; } else { dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n"); return FALSE; } _gunner = other; _gunner.vehicle = _gun; _gun.switchweapon = other.switchweapon; _gun.vehicle_exit = bumb_gunner_exit; other.angles = self.angles; other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NOCLIP; other.alpha = -1; other.event_damage = func_null; other.view_ofs = '0 0 0'; other.hud = _gun.hud; other.PlayerPhysplug = _gun.PlayerPhysplug; other.vehicle_ammo1 = self.vehicle_ammo1; other.vehicle_ammo2 = self.vehicle_ammo2; other.vehicle_reload1 = self.vehicle_reload1; other.vehicle_reload2 = self.vehicle_reload2; other.vehicle_energy = self.vehicle_energy; other.PlayerPhysplug = bumb_gunner_frame; other.flags &~= FL_ONGROUND; msg_entity = other; WriteByte(MSG_ONE, SVC_SETVIEWPORT); WriteEntity(MSG_ONE, _gun.vehicle_viewport); WriteByte(MSG_ONE, SVC_SETVIEWANGLES); WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x); // tilt WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y); // yaw WriteAngle(MSG_ONE, 0); // roll _gun.vehicle_hudmodel.viewmodelforclient = other; CSQCVehicleSetup(other, other.hud); vh_player = other; vh_vehicle = _gun; MUTATOR_CALLHOOK(VehicleEnter); other = vh_player; _gun = vh_vehicle; return TRUE; } float vehicles_valid_pilot() { if not(IS_PLAYER(other)) return FALSE; if(other.deadflag != DEAD_NO) return FALSE; if(other.vehicle != world) return FALSE; if not(IS_REAL_CLIENT(other)) if(!autocvar_g_vehicles_allow_bots) return FALSE; if(teamplay && other.team != self.team) return FALSE; return TRUE; } void bumb_touch() { if(self.gunner1 != world && self.gunner2 != world) { vehicles_touch(); return; } if(vehicles_valid_pilot()) { if(self.gun1.phase <= time) if(bumb_gunner_enter()) return; if(self.gun2.phase <= time) if(bumb_gunner_enter()) return; } vehicles_touch(); } void bumb_regen() { 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 bumb_pilot_frame() { entity pilot, vehic; vector newvel; pilot = self; vehic = self.vehicle; self = vehic; if(vehic.deadflag != DEAD_NO) { self = pilot; pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0; return 1; } bumb_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((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.tur_health) trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_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.tur_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(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET) { if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps) trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_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; self = pilot; return 1; } void bumb_think() { self.movetype = MOVETYPE_TOSS; //self.velocity = self.velocity * 0.5; self.angles_z *= 0.8; self.angles_x *= 0.8; self.nextthink = time + 0.05; if(!self.owner) { entity oldself = self; if(self.gunner1) { self = self.gunner1; oldself.gun1.vehicle_exit(VHEF_EJECT); entity oldother = other; other = self; self = oldself; self.phase = 0; self.touch(); other = oldother; return; } if(self.gunner2) { self = self.gunner2; oldself.gun2.vehicle_exit(VHEF_EJECT); entity oldother = other; other = self; self = oldself; self.phase = 0; self.touch(); other = oldother; return; } } } void bumb_enter() { self.touch = bumb_touch; self.nextthink = 0; self.movetype = MOVETYPE_BOUNCEMISSILE; //setattachment(self.owner, self.vehicle_viewport, ""); } void bumb_exit(float eject) { self.touch = vehicles_touch; self.think = bumb_think; self.nextthink = time; 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 * 200; else spot = self.origin + v_up * 128 - v_forward * 200; 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 bumb_blowup() { RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage, autocvar_g_vehicle_bumblebee_blowup_edgedamage, autocvar_g_vehicle_bumblebee_blowup_radius, self, autocvar_g_vehicle_bumblebee_blowup_forceintensity, DEATH_VH_BUMB_DEATH, world); sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); if(self.owner.deadflag == DEAD_DYING) self.owner.deadflag = DEAD_DEAD; remove(self); } void bumb_diethink() { if(time >= self.wait) self.think = bumb_blowup; if(random() < 0.1) { sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1); } self.nextthink = time + 0.1; } void bumb_die() { entity oldself = self; // Hide beam if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) self.gun3.enemy.effects |= EF_NODRAW; if(self.gunner1) { self = self.gunner1; oldself.gun1.vehicle_exit(VHEF_EJECT); self = oldself; } if(self.gunner2) { self = self.gunner2; oldself.gun2.vehicle_exit(VHEF_EJECT); self = 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 = bumb_blowup; else _body.touch = func_null; _body.think = bumb_diethink; _body.nextthink = time; _body.wait = time + 2 + (random() * 8); _body.owner = self; _body.enemy = self.enemy; pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1); self.health = 0; self.event_damage = func_null; self.solid = SOLID_CORPSE; 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); } void bumb_impact() { if(autocvar_g_vehicle_bumblebee_bouncepain_x) vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z); } void bumb_spawn(float _f) { /* float i; for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i) { dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n"); } */ if(!self.gun1) { // for some reason, autosizing of the shiled 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, "models/vhshield.md3"); 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; setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm"); setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm"); setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm"); 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", bumb_gunner_frame, bumb_gunner_exit); vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit); 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_BOUNCEMISSILE; self.movetype = MOVETYPE_TOSS; self.vehicle_impact = bumb_impact; self.damageforcescale = 0.025; setorigin(self, self.origin + '0 0 25'); } void spawnfunc_vehicle_bumblebee() { if(!autocvar_g_vehicle_bumblebee) { remove(self); return; } precache_model("models/vehicles/bumblebee_body.dpm"); precache_model("models/vehicles/bumblebee_plasma_left.dpm"); precache_model("models/vehicles/bumblebee_plasma_right.dpm"); precache_model("models/vehicles/bumblebee_ray.dpm"); precache_model("models/vehicles/wakizashi_cockpit.dpm"); precache_model("models/vehicles/spiderbot_cockpit.dpm"); precache_model("models/vehicles/raptor_cockpit.dpm"); 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; if not(vehicle_initialize( "Bumblebee", "models/vehicles/bumblebee_body.dpm", "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport", HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE, bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime, bumb_pilot_frame, bumb_enter, bumb_exit, bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield)) { remove(self); return; } } float bumble_raygun_send(entity to, float sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN); WriteByte(MSG_ENTITY, sf); if(sf & BRG_SETUP) { WriteByte(MSG_ENTITY, num_for_edict(self.realowner)); WriteByte(MSG_ENTITY, self.realowner.team); WriteByte(MSG_ENTITY, self.cnt); } if(sf & BRG_START) { WriteCoord(MSG_ENTITY, self.hook_start_x); WriteCoord(MSG_ENTITY, self.hook_start_y); WriteCoord(MSG_ENTITY, self.hook_start_z); } if(sf & BRG_END) { WriteCoord(MSG_ENTITY, self.hook_end_x); WriteCoord(MSG_ENTITY, self.hook_end_y); WriteCoord(MSG_ENTITY, self.hook_end_z); } return TRUE; } #endif // SVQC #ifdef CSQC /* .vector raygun_l1 .vector raygun_l2; .vector raygun_l3; */ void bumble_raygun_draw() { float _len; vector _dir; vector _vtmp1, _vtmp2; _len = vlen(self.origin - self.move_origin); _dir = normalize(self.move_origin - self.origin); if(self.total_damages < time) { boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA); boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA); self.total_damages = time + 0.1; } float i, df, sz, al; for(i = -0.1; i < 0.2; i += 0.1) { df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN); sz = 5 + random() * 5; al = 0.25 + random() * 0.5; _vtmp1 = self.origin + _dir * _len * (0.25 + i); _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1; Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin); _vtmp2 = self.origin + _dir * _len * (0.5 + i); _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2; Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin); _vtmp1 = self.origin + _dir * _len * (0.75 + i); _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3; Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin); Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin); } } void bumble_raygun_read(float bIsNew) { float sf = ReadByte(); if(sf & BRG_SETUP) { self.cnt = ReadByte(); self.team = ReadByte(); self.cnt = ReadByte(); if(self.cnt) self.colormod = '1 0 0'; else self.colormod = '0 1 0'; self.traileffect = particleeffectnum("healray_muzzleflash"); self.lip = particleeffectnum("healray_impact"); self.draw = bumble_raygun_draw; } if(sf & BRG_START) { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); setorigin(self, self.origin); } if(sf & BRG_END) { self.move_origin_x = ReadCoord(); self.move_origin_y = ReadCoord(); self.move_origin_z = ReadCoord(); } } void bumblebee_draw() { } void bumblebee_draw2d() { } void bumblebee_read_extra() { } void vehicle_bumblebee_assemble() { } #endif //CSQC