]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/vehicle/bumblebee.qc
s/#ifndef MENUQC/#ifdef GAMEQC/g
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / bumblebee.qc
index ad236e07e3a34c15a97d94fb37d44c0d86332d91..98d853d2be14820c7d7bd6f69902aeb64170d9d4 100644 (file)
@@ -2,12 +2,14 @@
 #define VEHICLE_BUMBLEBEE
 #include "bumblebee.qh"
 
-#include "bumblebee_weapons.qc"
+#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, "");
@@ -21,6 +23,10 @@ CLASS(Bumblebee, Vehicle)
 ENDCLASS(Bumblebee)
 REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
 
+#ifdef GAMEQC
+       MODEL(VEH_BUMBLEBEE_GUNCOCKPIT, "models/vehicles/wakizashi_cockpit.dpm");
+#endif
+
 #endif
 
 #ifdef IMPLEMENTATION
@@ -29,81 +35,82 @@ const float BRG_SETUP = 2;
 const float BRG_START = 4;
 const float BRG_END = 8;
 
-#include "bumblebee_weapons.qc"
-
 #ifdef SVQC
-float autocvar_g_vehicle_bumblebee_speed_forward;
-float autocvar_g_vehicle_bumblebee_speed_strafe;
-float autocvar_g_vehicle_bumblebee_speed_up;
-float autocvar_g_vehicle_bumblebee_speed_down;
-float autocvar_g_vehicle_bumblebee_turnspeed;
-float autocvar_g_vehicle_bumblebee_pitchspeed;
-float autocvar_g_vehicle_bumblebee_pitchlimit;
-float autocvar_g_vehicle_bumblebee_friction;
-
-float autocvar_g_vehicle_bumblebee_energy;
-float autocvar_g_vehicle_bumblebee_energy_regen;
-float autocvar_g_vehicle_bumblebee_energy_regen_pause;
-
-float autocvar_g_vehicle_bumblebee_health;
-float autocvar_g_vehicle_bumblebee_health_regen;
-float autocvar_g_vehicle_bumblebee_health_regen_pause;
-
-float autocvar_g_vehicle_bumblebee_shield;
-float autocvar_g_vehicle_bumblebee_shield_regen;
-float autocvar_g_vehicle_bumblebee_shield_regen_pause;
-
-float autocvar_g_vehicle_bumblebee_cannon_ammo;
-float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
-float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
+float autocvar_g_vehicle_bumblebee_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 = false;
+
+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 = 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_cannon_turnspeed = 160;
+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;
-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_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;
 
-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;
+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_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_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_respawntime;
+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';
 
-float autocvar_g_vehicle_bumblebee_blowup_radius;
-float autocvar_g_vehicle_bumblebee_blowup_coredamage;
-float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
-float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
-vector autocvar_g_vehicle_bumblebee_bouncepain;
+bool autocvar_g_vehicle_bumblebee = true;
 
-bool autocvar_g_vehicle_bumblebee = 0;
+bool bumblebee_gunner_frame(entity this, float dt)
+{
+       entity vehic = this.vehicle.owner;
+       entity gun = this.vehicle;
+       return = true;
 
-float bumblebee_gunner_frame()
-{SELFPARAM();
-       entity vehic    = self.vehicle.owner;
-       entity gun      = self.vehicle;
-       entity gunner   = self;
-       setself(vehic);
+       // 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(gunner, vehic.origin);
-       gunner.velocity = vehic.velocity;
+       //setorigin(this, vehic.origin);
+       this.velocity = vehic.velocity;
 
        float _in, _out;
        vehic.angles_x *= -1;
@@ -113,30 +120,30 @@ float bumblebee_gunner_frame()
        {
                _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);
+               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(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
+               setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
        }
 
-       crosshair_trace(gunner);
+       crosshair_trace(this);
        vector _ct = trace_endpos;
        vector ad;
 
        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(!trace_ent.deadflag)
+                                       if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
                                        {
-                                               if(DIFF_TEAM(trace_ent, gunner))
+                                               if(DIFF_TEAM(trace_ent, this))
                                                {
                                                        gun.enemy = trace_ent;
                                                        gun.lock_time = time + 5;
@@ -150,18 +157,18 @@ float bumblebee_gunner_frame()
 
                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;
 
 
                ad = vf;
-               distance = vlen(ad - gunner.origin);
+               distance = vlen(ad - this.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);
+               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);
@@ -172,36 +179,33 @@ float bumblebee_gunner_frame()
                                                  autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
                                                  _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
 
-       if(!forbidWeaponUse(gunner))
-       if(gunner.BUTTON_ATCK)
+       if(!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(gun, "fire", gunner);
+                               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(gunner, health, bumblebee);
+       VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
 
        if(vehic.vehicle_flags & VHF_HASSHIELD)
-               VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
+               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(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
+       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' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
+               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;
-       gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
-       gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
-
-       setself(gunner);
-       return 1;
+       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)
@@ -230,10 +234,10 @@ 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))
@@ -253,7 +257,7 @@ void bumblebee_gunner_exit(int _exitflag)
 
        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;
@@ -266,8 +270,8 @@ 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;
@@ -283,39 +287,40 @@ void bumblebee_gunner_exit(int _exitflag)
 
        MUTATOR_CALLHOOK(VehicleExit, player, gunner);
 
-       player.vehicle = world;
+       player.vehicle = NULL;
 }
 
-bool bumblebee_gunner_enter()
-{SELFPARAM();
-       entity vehic = self;
-       entity player = other;
-       entity gunner = world;
+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
-               if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(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;
@@ -326,7 +331,7 @@ bool bumblebee_gunner_enter()
        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);
 
@@ -353,95 +358,89 @@ bool bumblebee_gunner_enter()
        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())
+               if(time >= toucher.vehicle_enter_delay && phase_time)
+               if(bumblebee_gunner_enter(this, toucher))
                        return;
        }
 
-       vehicles_touch();
+       vehicles_touch(this, toucher);
 }
 
-void bumblebee_regen()
-{SELFPARAM();
-       if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
-               self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
-                                                                          self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
+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(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(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(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(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(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(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, dt, 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);
+       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);
 
 }
 
-float bumblebee_pilot_frame()
-{SELFPARAM();
-       entity pilot, vehic;
-       vector newvel;
+bool bumblebee_pilot_frame(entity this, float dt)
+{
+       entity vehic = this.vehicle;
+       return = true;
 
        if(intermission_running)
        {
-               self.vehicle.velocity = '0 0 0';
-               self.vehicle.avelocity = '0 0 0';
-               return 1;
+               vehic.velocity = '0 0 0';
+               vehic.avelocity = '0 0 0';
+               return;
        }
 
-       pilot = self;
-       vehic = self.vehicle;
-       setself(vehic);
+       vehicles_frame(vehic, this);
 
        if(IS_DEAD(vehic))
        {
-               setself(pilot);
-               pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
-               return 1;
+               PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
+               return;
        }
 
-       bumblebee_regen();
+       bumblebee_regen(vehic, dt);
 
-       crosshair_trace(pilot);
+       crosshair_trace(this);
 
-       vector vang;
-       float ftmp;
-
-       vang = vehic.angles;
-       newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+       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;
@@ -449,16 +448,16 @@ float bumblebee_pilot_frame()
        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);
+       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(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
+       if(this.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)
+       else if(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);
@@ -472,22 +471,22 @@ float bumblebee_pilot_frame()
        makevectors('0 1 0' * vehic.angles.y);
        newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
 
-       if(pilot.movement.x != 0)
+       if(this.movement.x != 0)
        {
-               if(pilot.movement.x > 0)
+               if(this.movement.x > 0)
                        newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
-               else if(pilot.movement.x < 0)
+               else if(this.movement.x < 0)
                        newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
        }
 
-       if(pilot.movement.y != 0)
+       if(this.movement.y != 0)
        {
-               if(pilot.movement.y < 0)
+               if(this.movement.y < 0)
                        newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
-               else if(pilot.movement.y > 0)
+               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
@@ -497,28 +496,28 @@ float bumblebee_pilot_frame()
                        vehic.angles_z = 0;
        }
 
-       if(pilot.BUTTON_CROUCH)
+       if(PHYS_INPUT_BUTTON_CROUCH(this))
                newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
-       else if(pilot.BUTTON_JUMP)
+       else if(PHYS_INPUT_BUTTON_JUMP(this))
                newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
 
-       vehic.velocity  += newvel * frametime;
-       pilot.velocity = pilot.movement  = vehic.velocity;
+       vehic.velocity  += newvel * dt;
+       this.velocity = this.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(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.movetype)
+               if(trace_ent.move_movetype)
                if(trace_ent.takedamage)
-               if(!trace_ent.deadflag)
+               if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
                {
                        if(teamplay)
                        {
-                               if(trace_ent.team == pilot.team)
+                               if(trace_ent.team == this.team)
                                {
                                        vehic.tur_head.enemy = trace_ent;
                                        vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
@@ -534,18 +533,18 @@ float bumblebee_pilot_frame()
                if(vehic.tur_head.enemy)
                {
                        trace_endpos = real_origin(vehic.tur_head.enemy);
-                       UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
+                       UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
                }
        }
 
-       vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
+       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);
 
-       if(!forbidWeaponUse(pilot))
-       if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
+       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 = pilot;
+               vehic.gun3.enemy.realowner = this;
                vehic.gun3.enemy.effects &= ~EF_NODRAW;
 
                vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
@@ -557,37 +556,37 @@ float bumblebee_pilot_frame()
                {
                        if(autocvar_g_vehicle_bumblebee_raygun)
                        {
-                               Damage(trace_ent, vehic, pilot, 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
                        {
                                if(!IS_DEAD(trace_ent))
-                                       if((teamplay && trace_ent.team == pilot.team) || !teamplay)
+                                       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;
@@ -608,341 +607,335 @@ float bumblebee_pilot_frame()
                if(vehic.gun3.enemy)
                        remove(vehic.gun3.enemy);
 
-               vehic.gun3.enemy = world;
+               vehic.gun3.enemy = NULL;
        }
        */
 
-       VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
-       VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
+       VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
+       VEHICLE_UPDATE_PLAYER(this, vehic, 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;
+       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(pilot, shield, bumblebee);
+               VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
 
        vehic.angles_x *= -1;
        makevectors(vehic.angles);
        vehic.angles_x *= -1;
-       setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
-
-       pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
-       setself(pilot);
+       setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
 
-       return 1;
+       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)
-               self.think      = 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;
        }
 
-       self.touch = vehicles_touch;
+       settouch(this, vehicles_touch);
 
-       if(!IS_DEAD(self))
+       if(!IS_DEAD(this))
        {
-               self.think = 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(vlen(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);
-       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(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);
+       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(self.owner.deadflag == DEAD_DYING)
-               self.owner.deadflag = DEAD_DEAD;
+       if(this.owner.deadflag == DEAD_DYING)
+               this.owner.deadflag = DEAD_DEAD;
 
-       remove(self);
+       delete(this);
 }
 
-void bumblebee_diethink()
-{SELFPARAM();
-       if(time >= self.wait)
-               self.think = bumblebee_blowup;
+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(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(self); return; }
-       if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); 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))
-               {
-                       if(autocvar_g_vehicle_bumblebee_bouncepain)
-                               vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
-               }
-               METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       self.touch = bumblebee_touch;
-                       self.nextthink = 0;
-                       self.movetype = MOVETYPE_BOUNCEMISSILE;
-               }
-               METHOD(Bumblebee, vr_think, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       self.angles_z *= 0.8;
-                       self.angles_x *= 0.8;
-
-                       self.nextthink = time;
-
-                       if(!self.owner)
-                       {
-                               entity oldself = self;
-                               if(self.gunner1)
-                               {
-                                       setself(self.gunner1);
-                                       oldself.gun1.vehicle_exit(VHEF_EJECT);
-                                       entity oldother = other;
-                                       other = self;
-                                       setself(oldself);
-                                       self.phase = 0;
-                                       self.touch();
-                                       other = oldother;
-                                       return;
-                               }
-
-                               if(self.gunner2)
-                               {
-                                       setself(self.gunner2);
-                                       oldself.gun2.vehicle_exit(VHEF_EJECT);
-                                       entity oldother = other;
-                                       other = self;
-                                       setself(oldself);
-                                       self.phase = 0;
-                                       self.touch();
-                                       other = oldother;
-                                       return;
-                               }
-                       }
-               }
-               METHOD(Bumblebee, vr_death, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       entity oldself = self;
-
-                       CSQCModel_UnlinkEntity(self);
-
-                       // Hide beam
-                       if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
-                               self.gun3.enemy.effects |= EF_NODRAW;
-
-                       if(self.gunner1)
-                       {
-                               setself(self.gunner1);
-                               oldself.gun1.vehicle_exit(VHEF_EJECT);
-                               setself(oldself);
-                       }
-
-                       if(self.gunner2)
-                       {
-                               setself(self.gunner2);
-                               oldself.gun2.vehicle_exit(VHEF_EJECT);
-                               setself(oldself);
-                       }
-
-                       self.vehicle_exit(VHEF_EJECT);
-
-                       fixedmakevectors(self.angles);
-                       vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
-                       vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
-                       vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
-
-                       entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
-
-                       if(random() > 0.5)
-                               _body.touch = bumblebee_blowup;
-                       else
-                               _body.touch = func_null;
-
-                       _body.think = bumblebee_diethink;
-                       _body.nextthink = time;
-                       _body.wait = time + 2 + (random() * 8);
-                       _body.owner = self;
-                       _body.enemy = self.enemy;
-                       _body.scale = 1.5;
-                       _body.angles = self.angles;
-
-                       Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
-
-                       self.health                     = 0;
-                       self.event_damage       = func_null;
-                       self.solid                      = SOLID_NOT;
-                       self.takedamage         = DAMAGE_NO;
-                       self.deadflag           = DEAD_DYING;
-                       self.movetype           = MOVETYPE_NONE;
-                       self.effects            = EF_NODRAW;
-                       self.colormod           = '0 0 0';
-                       self.avelocity          = '0 0 0';
-                       self.velocity           = '0 0 0';
-                       self.touch                      = func_null;
-                       self.nextthink          = 0;
-
-                       setorigin(self, self.pos1);
-               }
-               METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       if(!self.gun1)
-                       {
-                               // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
-                               self.vehicle_shieldent = spawn();
-                               self.vehicle_shieldent.effects = EF_LOWPRECISION;
-                               setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
-                               setattachment(self.vehicle_shieldent, self, "");
-                               setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
-                               self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
-                               self.vehicle_shieldent.think       = shieldhit_think;
-                               self.vehicle_shieldent.alpha = -1;
-                               self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
-
-                               self.gun1 = new(vehicle_playerslot);
-                               self.gun2 = new(vehicle_playerslot);
-                               self.gun3 = new(bumblebee_raygun);
-
-                               self.vehicle_flags |= VHF_MULTISLOT;
-
-                               self.gun1.owner = self;
-                               self.gun2.owner = self;
-                               self.gun3.owner = self;
-
-                               setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
-                               setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
-                               setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
-
-                               setattachment(self.gun1, self, "cannon_right");
-                               setattachment(self.gun2, self, "cannon_left");
-
-                               // Angled bones are no fun, messes up gun-aim; so work arround it.
-                               self.gun3.pos1 = self.angles;
-                               self.angles = '0 0 0';
-                               vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
-                               ofs -= self.origin;
-                               setattachment(self.gun3, self, "");
-                               setorigin(self.gun3, ofs);
-                               self.angles = self.gun3.pos1;
-
-                               vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
-                               vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
-
-                               setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
-                               setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
-
-                               //fixme-model-bones
-                               setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
-                               setorigin(self.gun1.vehicle_viewport, '-85 0 50');
-                               //fixme-model-bones
-                               setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
-                               setorigin(self.gun2.vehicle_viewport, '-85 0 50');
-
-                               self.scale = 1.5;
-
-                               // Raygun beam
-                               if(self.gun3.enemy == world)
-                               {
-                                       self.gun3.enemy = spawn();
-                                       Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
-                                       self.gun3.enemy.SendFlags = BRG_SETUP;
-                                       self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
-                                       self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
-                               }
-                       }
-
-                       self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
-                       self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
-                       self.solid = SOLID_BBOX;
-                       self.movetype = MOVETYPE_TOSS;
-                       self.damageforcescale = 0.025;
-
-                       self.PlayerPhysplug = bumblebee_pilot_frame;
+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;
 
-                       setorigin(self, self.origin + '0 0 25');
-               }
-               METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
-               {
-                       SELFPARAM();
-                       if(autocvar_g_vehicle_bumblebee_energy)
-                       if(autocvar_g_vehicle_bumblebee_energy_regen)
-                               self.vehicle_flags |= VHF_ENERGYREGEN;
+       if(!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);
+
+    instance.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;
+
+    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;
+
+    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)
-                               self.vehicle_flags |= VHF_HASSHIELD;
+    if(autocvar_g_vehicle_bumblebee_shield)
+        instance.vehicle_flags |= VHF_HASSHIELD;
 
-                       if(autocvar_g_vehicle_bumblebee_shield_regen)
-                               self.vehicle_flags |= VHF_SHIELDREGEN;
+    if(autocvar_g_vehicle_bumblebee_shield_regen)
+        instance.vehicle_flags |= VHF_SHIELDREGEN;
 
-                       if(autocvar_g_vehicle_bumblebee_health_regen)
-                               self.vehicle_flags |= VHF_HEALTHREGEN;
+    if(autocvar_g_vehicle_bumblebee_health_regen)
+        instance.vehicle_flags |= VHF_HEALTHREGEN;
 
-                       self.vehicle_exit = bumblebee_exit;
-                       self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
-                       self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
-                       self.max_health = self.vehicle_health;
-                       self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
-               }
+    instance.vehicle_exit = bumblebee_exit;
+    instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
+    instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+    instance.max_health = instance.vehicle_health;
+    instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+}
 
 #endif // SVQC
 #ifdef CSQC
@@ -954,40 +947,40 @@ void CSQC_BUMBLE_GUN_HUD()
                                         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 = '1 1 1' * 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))
-               {
-                       Vehicles_drawCrosshair(vCROSS_HEAL);
-               }
-               METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
-               {
-                       AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
-                       AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
-                       AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
-               }
+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 = '1 1 1' * 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
 #endif