]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/vehicle/bumblebee.qc
Use the constants for player hitbox size when applicable (should fix observer hitbox)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / bumblebee.qc
index 72a70cf41e32a25f89db60c8c171530610709625..573e46aa77fa522973d97aca965f0d1388d7b4d4 100644 (file)
@@ -1,34 +1,5 @@
-#ifndef VEHICLE_BUMBLEBEE
-#define VEHICLE_BUMBLEBEE
 #include "bumblebee.qh"
 
-#include "bumblebee_weapons.qh"
-
-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');
-/* view offset*/ ATTRIB(Bumblebee, view_ofs, vector, '0 0 300');
-/* view dist  */ ATTRIB(Bumblebee, height, float, 450);
-/* 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));
-
-#ifndef MENUQC
-       MODEL(VEH_BUMBLEBEE_GUNCOCKPIT, "models/vehicles/wakizashi_cockpit.dpm");
-#endif
-
-#endif
-
 #ifdef IMPLEMENTATION
 
 const float BRG_SETUP = 2;
@@ -46,6 +17,7 @@ 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 = false;
 
 float autocvar_g_vehicle_bumblebee_energy = 500;
 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
@@ -98,7 +70,7 @@ vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
 
 bool autocvar_g_vehicle_bumblebee = true;
 
-bool bumblebee_gunner_frame(entity this)
+bool bumblebee_gunner_frame(entity this, float dt)
 {
        entity vehic = this.vehicle.owner;
        entity gun = this.vehicle;
@@ -135,10 +107,10 @@ bool bumblebee_gunner_frame(entity this)
        if(autocvar_g_vehicle_bumblebee_cannon_lock)
        {
                if(gun.lock_time < time)
-                       gun.enemy = world;
+                       gun.enemy = NULL;
 
                if(trace_ent)
-                       if(trace_ent.movetype)
+                       if(trace_ent.move_movetype)
                                if(trace_ent.takedamage)
                                        if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
                                        {
@@ -156,7 +128,7 @@ bool bumblebee_gunner_frame(entity this)
 
                vector vf = real_origin(gun.enemy);
                vector _vel = gun.enemy.velocity;
-               if(gun.enemy.movetype == MOVETYPE_WALK)
+               if(gun.enemy.move_movetype == MOVETYPE_WALK)
                        _vel.z *= 0.1;
 
 
@@ -212,11 +184,11 @@ vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity p
        //vector exitspot;
        float mysize;
 
-       tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
+       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, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size
+       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);
@@ -225,7 +197,7 @@ vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity p
                v = randomvec();
                v_z = 0;
                v = v2 + normalize(v) * mysize;
-               tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
+               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;
        }
@@ -233,10 +205,10 @@ vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity p
        return prefer_spot; // this should be considered a fallback?!
 }
 
-void bumblebee_gunner_exit(int _exitflag)
-{SELFPARAM();
-       entity player = self;
-       entity gunner = player.vehicle;
+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))
@@ -252,15 +224,15 @@ void bumblebee_gunner_exit(int _exitflag)
        }
 
        CSQCVehicleSetup(player, HUD_NORMAL);
-       setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+       setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
 
        player.takedamage     = DAMAGE_AIM;
        player.solid          = SOLID_SLIDEBOX;
-       player.movetype       = MOVETYPE_WALK;
+       set_movetype(player, MOVETYPE_WALK);
        player.effects       &= ~EF_NODRAW;
        player.alpha          = 1;
        player.PlayerPhysplug = func_null;
-       player.view_ofs       = STAT(PL_VIEW_OFS, NULL);
+       player.view_ofs       = STAT(PL_VIEW_OFS, player);
        player.event_damage   = PlayerDamage;
        player.hud            = HUD_NORMAL;
        player.teleportable       = TELEPORT_NORMAL;
@@ -269,8 +241,8 @@ void bumblebee_gunner_exit(int _exitflag)
 
        fixedmakevectors(vehic.angles);
 
-       if(player == vehic.gunner1) { vehic.gunner1 = world; }
-       if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
+       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;
@@ -286,38 +258,40 @@ void bumblebee_gunner_exit(int _exitflag)
 
        MUTATOR_CALLHOOK(VehicleExit, player, gunner);
 
-       player.vehicle = world;
+       player.vehicle = NULL;
 }
 
 bool bumblebee_gunner_enter(entity this, entity player)
 {
        entity vehic = this;
-       entity gunner = world;
+       entity gunner = NULL;
 
        if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
        {
                // we can have some fun
-               if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
+               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.gun2;
-                       vehic.gunner2 = player;
+                       gunner = vehic.gun1;
+                       vehic.gunner1 = player;
                }
                else
                {
-                       gunner = vehic.gun1;
-                       vehic.gunner1 = player;
+                       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\n"); return false; }
+       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;
-       player.movetype                 = MOVETYPE_NOCLIP;
+       set_movetype(player, MOVETYPE_NOCLIP);
        player.event_damage     = func_null;
        player.view_ofs                 = '0 0 0';
        player.hud                              = gunner.hud;
@@ -328,7 +302,7 @@ bool bumblebee_gunner_enter(entity this, entity player)
        player.vehicle_reload1  = vehic.vehicle_reload1;
        player.vehicle_reload2  = vehic.vehicle_reload2;
        player.vehicle_energy   = vehic.vehicle_energy;
-       player.flags               &= ~FL_ONGROUND;
+       UNSET_ONGROUND(player);
 
        RemoveGrapplingHook(player);
 
@@ -355,72 +329,73 @@ bool bumblebee_gunner_enter(entity this, entity player)
        return true;
 }
 
-bool vehicles_valid_pilot()
-{SELFPARAM();
-       if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
+bool vehicles_valid_pilot(entity this, entity toucher)
+{
+       if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
                return false;
 
-       if((!IS_PLAYER(other))
-       || (IS_DEAD(other))
-       || (other.vehicle)
-       || (DIFF_TEAM(other, self))
+       if((!IS_PLAYER(toucher))
+       || (IS_DEAD(toucher))
+       || (toucher.vehicle)
+       || (DIFF_TEAM(toucher, this))
        ) { return false; }
 
        return true;
 }
 
-void bumblebee_touch()
-{SELFPARAM();
+void bumblebee_touch(entity this, entity toucher)
+{
        if(autocvar_g_vehicles_enter) { return; }
 
-       if(self.gunner1 != world && self.gunner2 != world)
+       if(this.gunner1 != NULL && this.gunner2 != NULL)
        {
-               vehicles_touch();
+               vehicles_touch(this, toucher);
                return;
        }
 
-       if(vehicles_valid_pilot())
+       if(vehicles_valid_pilot(this, toucher))
        {
-               float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
+               float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
 
-               if(time >= other.vehicle_enter_delay && phase_time)
-               if(bumblebee_gunner_enter(self, other))
+               if(time >= toucher.vehicle_enter_delay && phase_time)
+               if(bumblebee_gunner_enter(this, toucher))
                        return;
        }
 
-       vehicles_touch();
+       vehicles_touch(this, toucher);
 }
 
-void bumblebee_regen(entity this)
+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 * frametime);
+                                                                          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 * frametime);
+                                                                          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, frametime, true);
+               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(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
+               vehicles_regen(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);
 
        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, frametime, false);
+               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)
+bool bumblebee_pilot_frame(entity this, float dt)
 {
        entity vehic = this.vehicle;
        return = true;
 
-       if(intermission_running)
+       if(gameover)
        {
-               vehic.velocity = '0 0 0';
-               vehic.avelocity = '0 0 0';
+               vehic.solid = SOLID_NOT;
+               vehic.takedamage = DAMAGE_NO;
+               set_movetype(vehic, MOVETYPE_NONE);
                return;
        }
 
@@ -432,7 +407,7 @@ bool bumblebee_pilot_frame(entity this)
                return;
        }
 
-       bumblebee_regen(vehic);
+       bumblebee_regen(vehic, dt);
 
        crosshair_trace(this);
 
@@ -483,7 +458,7 @@ bool bumblebee_pilot_frame(entity this)
                else if(this.movement.y > 0)
                        newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
                ftmp = newvel * v_right;
-               ftmp *= frametime * 0.1;
+               ftmp *= dt * 0.1;
                vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
        }
        else
@@ -498,17 +473,17 @@ bool bumblebee_pilot_frame(entity this)
        else if(PHYS_INPUT_BUTTON_JUMP(this))
                newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
 
-       vehic.velocity  += newvel * frametime;
+       vehic.velocity  += newvel * dt;
        this.velocity = 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 = world;
+                       vehic.tur_head.enemy = NULL;
 
                if(trace_ent)
-               if(trace_ent.movetype)
+               if(trace_ent.move_movetype)
                if(trace_ent.takedamage)
                if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
                {
@@ -539,7 +514,7 @@ bool bumblebee_pilot_frame(entity this)
                                          autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
 
        if(!forbidWeaponUse(this))
-       if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
+       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;
@@ -553,8 +528,8 @@ bool bumblebee_pilot_frame(entity this)
                {
                        if(autocvar_g_vehicle_bumblebee_raygun)
                        {
-                               Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
-                               vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
+                               Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, 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
                        {
@@ -562,28 +537,28 @@ bool bumblebee_pilot_frame(entity this)
                                        if((teamplay && trace_ent.team == this.team) || !teamplay)
                                        {
 
-                                               if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
+                                               if(IS_VEHICLE(trace_ent))
                                                {
                                                        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);
+                                                               trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, 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);
+                                                               trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, 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);
+                                                               trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, 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.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, 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);
+                                                       trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, 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);
+                                                               trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
                                                        //else ..hmmm what? ammo?
 
                                                        trace_ent.SendFlags |= TNSF_STATUS;
@@ -604,7 +579,7 @@ bool bumblebee_pilot_frame(entity this)
                if(vehic.gun3.enemy)
                        remove(vehic.gun3.enemy);
 
-               vehic.gun3.enemy = world;
+               vehic.gun3.enemy = NULL;
        }
        */
 
@@ -625,101 +600,105 @@ bool bumblebee_pilot_frame(entity this)
        PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
 }
 
-void bumblebee_land()
-{SELFPARAM();
+void bumblebee_land(entity this)
+{
        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;
+       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(self, vehicles_think);
+               setthink(this, vehicles_think);
 
-       self.nextthink = time;
+       this.nextthink = time;
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 }
 
-void bumblebee_exit(float eject)
-{SELFPARAM();
-       if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
+void bumblebee_exit(entity this, int eject)
+{
+       if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
        {
-               bumblebee_gunner_exit(eject);
+               bumblebee_gunner_exit(this, eject);
                return;
        }
 
-       settouch(self, vehicles_touch);
+       settouch(this, vehicles_touch);
 
-       if(!IS_DEAD(self))
+       if(!IS_DEAD(this))
        {
-               setthink(self, bumblebee_land);
-               self.nextthink  = time;
+               setthink(this, bumblebee_land);
+               this.nextthink  = time;
        }
 
-       self.movetype = MOVETYPE_TOSS;
+       set_movetype(this, MOVETYPE_TOSS);
 
-       if(!self.owner)
+       if(!this.owner)
                return;
 
-       fixedmakevectors(self.angles);
+       fixedmakevectors(this.angles);
        vector spot;
-       if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
-               spot = self.origin + v_up * 128 + v_forward * 300;
+       if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
+               spot = this.origin + v_up * 128 + v_forward * 300;
        else
-               spot = self.origin + v_up * 128 - v_forward * 300;
+               spot = this.origin + v_up * 128 - v_forward * 300;
 
-       spot = vehicles_findgoodexit(spot);
+       spot = vehicles_findgoodexit(this, spot);
 
        // Hide beam
-       if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
-               self.gun3.enemy.effects |= EF_NODRAW;
-       }
+       if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
+               this.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);
+       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(self.owner, CS(self.owner));
-       self.owner = world;
+       antilag_clear(this.owner, CS(this.owner));
+       this.owner = NULL;
 }
 
-void bumblebee_blowup()
-{SELFPARAM();
-       RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
+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, self, world,
+                                autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
                                 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
-                                DEATH_VH_BUMB_DEATH.m_id, world);
+                                DEATH_VH_BUMB_DEATH.m_id, 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);
 
-       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(this.owner.deadflag == DEAD_DYING)
+               this.owner.deadflag = DEAD_DEAD;
 
-       if(self.owner.deadflag == DEAD_DYING)
-               self.owner.deadflag = DEAD_DEAD;
+       delete(this);
+}
 
-       remove(self);
+void bumblebee_dead_touch(entity this, entity toucher)
+{
+       bumblebee_blowup(this);
 }
 
-void bumblebee_diethink()
-{SELFPARAM();
-       if(time >= self.wait)
-               setthink(self, bumblebee_blowup);
+void bumblebee_diethink(entity this)
+{
+       if(time >= this.wait)
+               setthink(this, 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);
+               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);
        }
 
-       self.nextthink = time + 0.1;
+       this.nextthink = time + 0.1;
 }
 
 spawnfunc(vehicle_bumblebee)
 {
-       if(!autocvar_g_vehicle_bumblebee) { remove(this); return; }
-       if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { remove(this); return; }
+       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))
@@ -729,42 +708,48 @@ METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
 }
 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
 {
-    SELFPARAM();
-    settouch(self, bumblebee_touch);
-    self.nextthink = 0;
-    self.movetype = MOVETYPE_BOUNCEMISSILE;
+    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))
 {
-    SELFPARAM();
-    self.angles_z *= 0.8;
-    self.angles_x *= 0.8;
+    instance.angles_z *= 0.8;
+    instance.angles_x *= 0.8;
 
-    self.nextthink = time;
+    instance.nextthink = time;
 
-    if(!self.owner)
+    if(!instance.owner)
     {
-        if(self.gunner1)
+        if(instance.gunner1)
         {
-               entity e = self.gunner1;
-               WITHSELF(e, self.gun1.vehicle_exit(VHEF_EJECT));
-               entity oldother = other;
-               other = e;
-               self.phase = 0;
-               gettouch(self)();
-               other = oldother;
+               entity e = instance.gunner1;
+               instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
+               instance.phase = 0;
+               gettouch(instance)(instance, e);
                return;
         }
 
-        if(self.gunner2)
+        if(instance.gunner2)
         {
-               entity e = self.gunner2;
-               WITHSELF(e, self.gun2.vehicle_exit(VHEF_EJECT));
-               entity oldother = other;
-               other = e;
-               self.phase = 0;
-               gettouch(self)();
-               other = oldother;
+               entity e = instance.gunner2;
+               instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
+               instance.phase = 0;
+               gettouch(instance)(instance, e);
             return;
         }
     }
@@ -778,12 +763,12 @@ METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
                instance.gun3.enemy.effects |= EF_NODRAW;
 
        if(instance.gunner1)
-               WITHSELF(instance.gunner1, instance.gun1.vehicle_exit(VHEF_EJECT));
+               instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
 
        if(instance.gunner2)
-               WITHSELF(instance.gunner2, instance.gun2.vehicle_exit(VHEF_EJECT));
+               instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
 
-       WITHSELF(instance, instance.vehicle_exit(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);
@@ -793,7 +778,7 @@ METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
     entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
 
     if(random() > 0.5)
-        settouch(_body, bumblebee_blowup);
+        settouch(_body, bumblebee_dead_touch);
     else
         settouch(_body, func_null);
 
@@ -812,7 +797,7 @@ METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
     instance.solid                     = SOLID_NOT;
     instance.takedamage                = DAMAGE_NO;
     instance.deadflag          = DEAD_DYING;
-    instance.movetype          = MOVETYPE_NONE;
+    set_movetype(instance, MOVETYPE_NONE);
     instance.effects           = EF_NODRAW;
     instance.colormod          = '0 0 0';
     instance.avelocity         = '0 0 0';
@@ -824,81 +809,83 @@ METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
 }
 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
 {
-    SELFPARAM();
-    if(!self.gun1)
+    if(!instance.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);
-        setthink(self.vehicle_shieldent, shieldhit_think);
-        self.vehicle_shieldent.alpha = -1;
-        self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
+        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;
 
-        self.gun1 = new(vehicle_playerslot);
-        self.gun2 = new(vehicle_playerslot);
-        self.gun3 = new(bumblebee_raygun);
+        instance.gun1 = new(vehicle_playerslot);
+        instance.gun2 = new(vehicle_playerslot);
+        instance.gun3 = new(bumblebee_raygun);
 
-        self.vehicle_flags |= VHF_MULTISLOT;
+        instance.vehicle_flags |= VHF_MULTISLOT;
 
-        self.gun1.owner = self;
-        self.gun2.owner = self;
-        self.gun3.owner = self;
+        instance.gun1.owner = instance;
+        instance.gun2.owner = instance;
+        instance.gun3.owner = instance;
 
-        setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
-        setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
-        setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
+        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(self.gun1, self, "cannon_right");
-        setattachment(self.gun2, self, "cannon_left");
+        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.
-        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;
+        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(self, self.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
-        vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
+        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(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
-        setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
+        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(self.gun1.vehicle_hudmodel, '90 -27 -23');
-        setorigin(self.gun1.vehicle_viewport, '-85 0 50');
+        setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
+        setorigin(instance.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');
+        setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
+        setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
 
-        self.scale = 1.5;
+        instance.scale = 1.5;
 
         // Raygun beam
-        if(self.gun3.enemy == world)
+        if(instance.gun3.enemy == NULL)
         {
-            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;
+            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;
         }
     }
 
-    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;
+    if(!autocvar_g_vehicle_bumblebee_swim)
+       instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
+
+    instance.vehicle_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;
 
-    self.PlayerPhysplug = bumblebee_pilot_frame;
+    instance.PlayerPhysplug = bumblebee_pilot_frame;
 
-    setorigin(self, self.origin + '0 0 25');
+    setorigin(instance, instance.origin + '0 0 25');
 }
 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
 {
@@ -956,7 +943,7 @@ METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
         drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
     }
 }
-METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
+METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
 {
     Vehicles_drawCrosshair(vCROSS_HEAL);
 }