]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/bumblebee.qc
Removed commented out code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / bumblebee.qc
index 84a8174d40d3ec83048f55a43f1992b227deb73a..4330966dc7894f2b959b4c51ceedaa302e56e4f4 100644 (file)
@@ -1,3 +1,7 @@
+#define BRG_SETUP 2
+#define BRG_START 4
+#define BRG_END 8
+
 #ifdef SVQC
 // Auto cvars
 float autocvar_g_vehicle_bumblebee_speed_forward;
@@ -29,604 +33,1012 @@ float autocvar_g_vehicle_bumblebee_cannon_speed;
 float autocvar_g_vehicle_bumblebee_cannon_spread;
 float autocvar_g_vehicle_bumblebee_cannon_force;
 
+float autocvar_g_vehicle_bumblebee_cannon_ammo;
+float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
+float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
+
+var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
+
 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
 
+
 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
 
+float autocvar_g_vehicle_bumblebee_raygun_range;
+float autocvar_g_vehicle_bumblebee_raygun_dps;
+float autocvar_g_vehicle_bumblebee_raygun_aps;
+float autocvar_g_vehicle_bumblebee_raygun_fps;
+
+float autocvar_g_vehicle_bumblebee_raygun;
+float autocvar_g_vehicle_bumblebee_healgun_hps;
+float autocvar_g_vehicle_bumblebee_healgun_hmax;
+float autocvar_g_vehicle_bumblebee_healgun_aps;
+float autocvar_g_vehicle_bumblebee_healgun_amax;
+float autocvar_g_vehicle_bumblebee_healgun_sps;
+float autocvar_g_vehicle_bumblebee_healgun_locktime;
+
 float autocvar_g_vehicle_bumblebee_respawntime;
 
 float autocvar_g_vehicle_bumblebee_blowup_radius;
 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
+var vector autocvar_g_vehicle_bumblebee_bouncepain;
 
-float autocvar_g_vehicle_bumblebee;
+var float autocvar_g_vehicle_bumblebee = 0;
 
-#define BUMB_MIN '-120 -120 -120'
-#define BUMB_MAX '120 120 120'
 
-void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
-{
-    vector v;
-    entity bolt;
-    
-    v = gettaginfo(_gun, gettagindex(_gun, _tagname));
-    bolt = vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
-                           v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
-                           autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
-                           DEATH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
+float bumble_raygun_send(entity to, float sf);
 
+#define BUMB_MIN '-130 -130 -130'
+#define BUMB_MAX '130 130 130'
 
-    //bolt.velocity = v_forward * autocvar_g_vehicle_bumblebee_cannon_speed;
+void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
+{
+       vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
+       vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
+                                               v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
+                                               autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
+                                               DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
 }
 
 float bumb_gunner_frame()
 {
-    entity vehic, gun, gunner;
-
-    vehic   = self.vehicle.owner;
-    gun     = self.vehicle;
-    gunner  = self;
-    self    = vehic;
-
-    vehic.solid = SOLID_NOT;
-    setorigin(gunner, vehic.origin);
-    gunner.velocity = vehic.velocity;
-    crosshair_trace(gunner);
-    vector _ct = trace_endpos;
-    vector ad;
-    float _in, _out;
-    _in = ((gun == vehic.gun1) ? autocvar_g_vehicle_bumblebee_cannon_turnlimit_in : autocvar_g_vehicle_bumblebee_cannon_turnlimit_out);
-    _out = ((gun == vehic.gun1) ? autocvar_g_vehicle_bumblebee_cannon_turnlimit_out : autocvar_g_vehicle_bumblebee_cannon_turnlimit_in);
-    
-    if(gun.lock_time < time)
-        gun.enemy = world;
-    
-    if(trace_ent)
-    if(trace_ent.movetype)
-    if(trace_ent.takedamage)
-    if(!trace_ent.deadflag)
-    {
-        if(teamplay)
-        {
-            if(trace_ent.team != gunner.team)
-            {
-                gun.enemy = trace_ent;
-                gun.lock_time = time + 5;
-            }
-        }
-        else
-        {            
-            gun.enemy = trace_ent;
-            gun.lock_time = time + 5;
-        }
-    }
-        
-    if(gun.enemy)
-    {
-        float i, distance, impact_time;
-
-        vector vf = real_origin(gun.enemy);
-        vector _vel = gun.enemy.velocity;
-        if(gun.enemy.movetype == MOVETYPE_WALK)
-            _vel_z *= 0.1;
-        
-            
-        ad = vf;
-        for(i = 0; i < 4; ++i)
-        {
-            distance = vlen(ad - gunner.origin);
-            impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
-            ad = vf + _vel * impact_time;
-        }
-        trace_endpos = ad;
-            
-
-        UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
-        vehicle_aimturret(vehic, trace_endpos, gun, "fire", 
-                          autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up, 
-                          _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
-
-    }
-    else
-        vehicle_aimturret(vehic, _ct, gun, "fire", 
-                          autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up, 
-                          _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
-
-    if(gunner.BUTTON_ATCK)
-    if(time > gun.attack_finished_single)
-    if(vehic.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
-    {
-        vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
-        vehic.wait = time;                        
-        bumb_fire_cannon(gun, "fire", gunner);
-        gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
-    }
-    
-    VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
-    VEHICLE_UPDATE_PLAYER(gunner, energy, bumblebee);
-
-    if(vehic.vehicle_flags & VHF_HASSHIELD)
-        VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
-        
-    ad = gettaginfo(gun, gettagindex(gun, "fire"));
-    traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
-    UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' * (1 - gunner.vehicle_reload1)), 0);
-
-    
-    vehic.solid = SOLID_BBOX;
-    gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
-    self = gunner;
-    return 1;
+       entity vehic    = self.vehicle.owner;
+       entity gun      = self.vehicle;
+       entity gunner   = self;
+       self = vehic;
+
+
+       
+       
+       vehic.solid = SOLID_NOT;
+       //setorigin(gunner, vehic.origin);
+       gunner.velocity = vehic.velocity;
+       
+       float _in, _out;
+       vehic.angles_x *= -1;
+       makevectors(vehic.angles);
+       vehic.angles_x *= -1;
+       if((gun == vehic.gun1))
+       {
+               _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
+               _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
+               setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
+       }
+       else
+       {
+               _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
+               _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
+               setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);                
+       }
+       
+       crosshair_trace(gunner);
+       vector _ct = trace_endpos;
+       vector ad;
+
+       if(autocvar_g_vehicle_bumblebee_cannon_lock)
+       {
+               if(gun.lock_time < time)
+                       gun.enemy = world;
+
+               if(trace_ent)
+                       if(trace_ent.movetype)
+                               if(trace_ent.takedamage)
+                                       if(!trace_ent.deadflag)
+                                       {
+                                               if(teamplay)
+                                               {
+                                                       if(trace_ent.team != gunner.team)
+                                                       {
+                                                               gun.enemy = trace_ent;
+                                                               gun.lock_time = time + 5;
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       gun.enemy = trace_ent;
+                                                       gun.lock_time = time + 5;
+                                               }
+                                       }
+       }
+
+       if(gun.enemy)
+       {
+               float i, distance, impact_time;
+
+               vector vf = real_origin(gun.enemy);
+               vector _vel = gun.enemy.velocity;
+               if(gun.enemy.movetype == MOVETYPE_WALK)
+                       _vel_z *= 0.1;
+
+
+               ad = vf;
+               for(i = 0; i < 4; ++i)
+               {
+                       distance = vlen(ad - gunner.origin);
+                       impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
+                       ad = vf + _vel * impact_time;
+               }
+               trace_endpos = ad;
+
+
+               UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
+               vehicle_aimturret(vehic, trace_endpos, gun, "fire",
+                                                 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
+                                                 _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
+
+       }
+       else
+               vehicle_aimturret(vehic, _ct, gun, "fire",
+                                                 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
+                                                 _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
+
+       if(gunner.BUTTON_ATCK)
+               if(time > gun.attack_finished_single)
+                       if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
+                       {
+                               gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
+                               bumb_fire_cannon(gun, "fire", gunner);
+                               gun.delay = time;
+                               gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
+                       }
+
+       VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
+
+       if(vehic.vehicle_flags & VHF_HASSHIELD)
+               VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
+
+       ad = gettaginfo(gun, gettagindex(gun, "fire"));
+       traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
+
+       UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
+
+       if(vehic.owner)
+               UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
+
+       vehic.solid = SOLID_BBOX;
+       gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
+       gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
+
+       self = gunner;
+       return 1;
 }
 
-.entity gunner1;
-.entity gunner2;
-
 void bumb_gunner_exit(float _exitflag)
 {
-    dprint("^2Gunner1 exits\n");
-    
-    if (clienttype(self) == CLIENTTYPE_REAL)
-    {
-        msg_entity = self;
-        WriteByte (MSG_ONE, SVC_SETVIEWPORT);
-        WriteEntity( MSG_ONE, self);
-
-        WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
-        WriteAngle(MSG_ONE, 0);
-        WriteAngle(MSG_ONE, self.vehicle.angles_y);
-        WriteAngle(MSG_ONE, 0);
-    }
-    
-    setsize(self, PL_MIN,PL_MAX);
-
-    self.takedamage     = DAMAGE_AIM;
-    self.solid          = SOLID_SLIDEBOX;
-    self.movetype       = MOVETYPE_WALK;
-    self.effects        &~= EF_NODRAW;
-    self.alpha          = 1;
-    self.PlayerPhysplug = SUB_Null;
-    self.view_ofs       = PL_VIEW_OFS;
-    self.event_damage   = PlayerDamage;
-    self.hud            = HUD_NORMAL;
-    self.switchweapon   = self.vehicle.switchweapon;
-
-    if(self.flagcarried)
-    {
-        self.flagcarried.scale = 0.6;
-        setattachment(self.flagcarried, self, "");
-        setorigin(self.flagcarried, FLAG_CARRY_POS);
-    }
-
-    CSQCVehicleSetup(self, HUD_NORMAL);
-    self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;       
-    
-    if(self == self.vehicle.owner.gunner1)
-        self.vehicle.owner.gunner1 = world;
-    else if(self == self.vehicle.owner.gunner2)
-        self.vehicle.owner.gunner2 = world;
-    else
-        dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
-    
-    self.vehicle.phase = time + 1; 
-    self.vehicle        = world;
+       if(IS_REAL_CLIENT(self))
+       {
+               msg_entity = self;
+               WriteByte(MSG_ONE, SVC_SETVIEWPORT);
+               WriteEntity(MSG_ONE, self);
+
+               WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
+               WriteAngle(MSG_ONE, 0);
+               WriteAngle(MSG_ONE, self.vehicle.angles_y);
+               WriteAngle(MSG_ONE, 0);
+       }
+       
+       CSQCVehicleSetup(self, HUD_NORMAL);
+       setsize(self, PL_MIN, PL_MAX);
+
+       self.takedamage     = DAMAGE_AIM;
+       self.solid          = SOLID_SLIDEBOX;
+       self.movetype       = MOVETYPE_WALK;
+       self.effects        &~= EF_NODRAW;
+       self.alpha          = 1;
+       self.PlayerPhysplug = func_null;
+       self.view_ofs       = PL_VIEW_OFS;
+       self.event_damage   = PlayerDamage;
+       self.hud            = HUD_NORMAL;
+       self.switchweapon   = self.vehicle.switchweapon;
+
+    vh_player = self;
+    vh_vehicle = self.vehicle;
+    MUTATOR_CALLHOOK(VehicleExit);
+    self = vh_player;
+    self.vehicle = vh_vehicle;
+
+       self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
+
+       fixedmakevectors(self.vehicle.owner.angles);
+
+       if(self == self.vehicle.owner.gunner1)
+       {
+               self.vehicle.owner.gunner1 = world;             
+       }
+       else if(self == self.vehicle.owner.gunner2)
+       {
+               self.vehicle.owner.gunner2 = world;     
+               v_right *= -1;
+       }       
+       else
+               dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
+               
+       vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
+       spot = vehicles_findgoodexit(spot);
+       //setorigin(self , spot);
+
+       self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
+       self.velocity_z += 10;
+
+       self.vehicle.phase = time + 5;
+       self.vehicle        = world;
 }
 
 float bumb_gunner_enter()
-{    
-    RemoveGrapplingHook(other);
-    entity _gun, _gunner;
-    if(!self.gunner1)
-    {
-        _gun = self.gun1;
-        _gunner = self.gunner1;
-        self.gunner1 = other;
-    }
-    else
-    {        
-        _gun = self.gun2;
-        _gunner = self.gunner2;
-        self.gunner2 = other;
-    }
-    
-    _gun.vehicle_pilot = other;
-    _gunner            = other;
-    //_gun.owner         = other;
-    _gunner.vehicle    = _gun;
-    _gun.switchweapon  = other.switchweapon;
-    _gun.vehicle_exit  = bumb_gunner_exit;
-    
-        
-    other.angles            = self.angles;
-    other.takedamage        = DAMAGE_NO;
-    other.solid             = SOLID_NOT;
-    other.movetype          = MOVETYPE_NOCLIP;
-    other.alpha             = -1;
-    other.event_damage      = SUB_Null;
-    other.view_ofs          = '0 0 0';
-    other.hud               = _gun.hud;
-    other.PlayerPhysplug    = _gun.PlayerPhysplug;
-    other.vehicle_ammo1     = self.vehicle_ammo1;
-    other.vehicle_ammo2     = self.vehicle_ammo2;
-    other.vehicle_reload1   = self.vehicle_reload1;
-    other.vehicle_reload2   = self.vehicle_reload2;
-    other.vehicle_energy    = self.vehicle_energy;
-    other.PlayerPhysplug    = bumb_gunner_frame;
-    other.flags             &~= FL_ONGROUND;
-        
-    msg_entity = other;
-    WriteByte (MSG_ONE, SVC_SETVIEWPORT);
-    WriteEntity(MSG_ONE, _gun.vehicle_viewport);
-    WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
-    WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x); // tilt
-    WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y); // yaw
-    WriteAngle(MSG_ONE, 0);                                  // roll        
-    _gun.vehicle_hudmodel.viewmodelforclient = other;
-
-    if(!self.gunner1)
-    {
-        self.gun1 = other;
-        _gunner = self.gunner1;
-    }
-    else
-    {        
-        _gun = self.gun2;
-        _gunner = self.gunner2;
-    }
-    
-    return TRUE;
+{
+       RemoveGrapplingHook(other);
+       entity _gun, _gunner;
+       if(!self.gunner1)
+       {
+               _gun = self.gun1;
+               _gunner = self.gunner1;
+               self.gunner1 = other;
+       }
+       else if(!self.gunner2)
+       {
+               _gun = self.gun2;
+               _gunner = self.gunner2;
+               self.gunner2 = other;
+       }
+       else
+       {
+               dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
+               return FALSE;
+       }
+
+       _gunner            = other;
+       _gunner.vehicle    = _gun;
+       _gun.switchweapon  = other.switchweapon;
+       _gun.vehicle_exit  = bumb_gunner_exit;
+
+       other.angles            = self.angles;
+       other.takedamage        = DAMAGE_NO;
+       other.solid             = SOLID_NOT;
+       other.movetype          = MOVETYPE_NOCLIP;
+       other.alpha             = -1;
+       other.event_damage      = func_null;
+       other.view_ofs          = '0 0 0';
+       other.hud               = _gun.hud;
+       other.PlayerPhysplug    = _gun.PlayerPhysplug;
+       other.vehicle_ammo1     = self.vehicle_ammo1;
+       other.vehicle_ammo2     = self.vehicle_ammo2;
+       other.vehicle_reload1   = self.vehicle_reload1;
+       other.vehicle_reload2   = self.vehicle_reload2;
+       other.vehicle_energy    = self.vehicle_energy;
+       other.PlayerPhysplug    = bumb_gunner_frame;
+       other.flags             &~= FL_ONGROUND;
+
+       msg_entity = other;
+       WriteByte(MSG_ONE, SVC_SETVIEWPORT);
+       WriteEntity(MSG_ONE, _gun.vehicle_viewport);
+       WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
+       WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x);    // tilt
+       WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y);    // yaw
+       WriteAngle(MSG_ONE, 0);                             // roll
+       _gun.vehicle_hudmodel.viewmodelforclient = other;
+
+       CSQCVehicleSetup(other, other.hud);
+       
+    vh_player = other;
+    vh_vehicle = _gun;
+    MUTATOR_CALLHOOK(VehicleEnter);
+    other = vh_player;
+    _gun = vh_vehicle;
+
+       return TRUE;
 }
 
 float vehicles_valid_pilot()
 {
-    if(other.classname != "player")
-        return FALSE;
-
-    if(other.deadflag != DEAD_NO)
-        return FALSE;
-
-    if(other.vehicle != world)
-        return FALSE;
-
-    // Remove this when bots know how to use vehicles.
-    if (clienttype(other) != CLIENTTYPE_REAL)
-        return FALSE;
-    
-    if(teamplay && other.team != self.team)
-        return FALSE;
-    
-    return TRUE;
+       if not(IS_PLAYER(other))
+               return FALSE;
+
+       if(other.deadflag != DEAD_NO)
+               return FALSE;
+
+       if(other.vehicle != world)
+               return FALSE;
+
+       if not(IS_REAL_CLIENT(other))
+               if(!autocvar_g_vehicles_allow_bots)
+                       return FALSE;
+
+       if(teamplay && other.team != self.team)
+               return FALSE;
+
+       return TRUE;
 }
 
 void bumb_touch()
 {
-    
-    if(self.gunner1 != world && self.gunner2 != world)
-    {
-        vehicles_touch();
-        return;
-    }
-    
-    if (vehicles_valid_pilot())
-    {
-        if(self.gun1.phase <= time)
-            if (bumb_gunner_enter())        
-                return;            
-        
-        if(self.gun2.phase <= time)
-            if (bumb_gunner_enter())        
-                return;    
-    
-    }
-    
-    vehicles_touch();
-}
 
-float bumb_pilot_frame()
-{
-    entity pilot, vehic;
-    vector newvel;
-
-    pilot = self;
-    vehic = self.vehicle;
-    self   = vehic;
-
-    if(vehic.deadflag != DEAD_NO)
-    {
-        self = pilot;
-        pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
-        return 1;
-    }
+       if(self.gunner1 != world && self.gunner2 != world)
+       {
+               vehicles_touch();
+               return;
+       }
 
-    crosshair_trace(pilot);
-
-    vector vang;
-    float ftmp;
-
-    vang = vehic.angles;
-    newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
-    vang_x *= -1;
-    newvel_x *= -1;
-    if(newvel_x > 180)  newvel_x -= 360;
-    if(newvel_x < -180) newvel_x += 360;
-    if(newvel_y > 180)  newvel_y -= 360;
-    if(newvel_y < -180) newvel_y += 360;
-
-    ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
-    if(ftmp > 180)  ftmp -= 360; if(ftmp < -180) ftmp += 360;
-    vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
-
-    // Pitch
-    ftmp = 0;
-    if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = 5;
-    else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = -20;
-
-    newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
-    ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
-    vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
-
-    vehic.angles_x = anglemods(vehic.angles_x);
-    vehic.angles_y = anglemods(vehic.angles_y);
-    vehic.angles_z = anglemods(vehic.angles_z);
-
-    makevectors('0 1 0' * vehic.angles_y);
-    newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
-
-    if(pilot.movement_x != 0)
-    {
-        if(pilot.movement_x > 0)
-            newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
-        else if(pilot.movement_x < 0)
-            newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
-    }
+       if(vehicles_valid_pilot())
+       {
+               if(self.gun1.phase <= time)
+                       if(bumb_gunner_enter())
+                               return;
 
-    if(pilot.movement_y != 0)
-    {
-        if(pilot.movement_y < 0)
-            newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
-        else if(pilot.movement_y > 0)
-            newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
-        ftmp = newvel * v_right;
-        ftmp *= frametime * 0.1;
-        vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
-    }
-    else
-    {
-        vehic.angles_z *= 0.95;
-        if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
-            vehic.angles_z = 0;
-    }
+               if(self.gun2.phase <= time)
+                       if(bumb_gunner_enter())
+                               return;
+       }
 
-    if(pilot.BUTTON_CROUCH)
-        newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
-    else if (pilot.BUTTON_JUMP)
-        newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
-
-    vehic.velocity  += newvel * frametime;
-    pilot.velocity = pilot.movement  = vehic.velocity;
-    setorigin(pilot,vehic.origin + '0 0 32');
-
-    vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire", 
-                          autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up, 
-                          autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
-
-    /*
-    if(!vehic.gunner1)
-    vehicle_aimturret(vehic, trace_endpos, self.gun1, "fire", 
-                          autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up, 
-                          autocvar_g_vehicle_bumblebee_cannon_turnlimit_out * -1,  autocvar_g_vehicle_bumblebee_cannon_turnlimit_in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
-    //if(!vehic.gunner2)
-    vehicle_aimturret(vehic, trace_endpos, self.gun2, "fire", 
-                          autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up, 
-                          autocvar_g_vehicle_bumblebee_cannon_turnlimit_in * -1,  autocvar_g_vehicle_bumblebee_cannon_turnlimit_out,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
-    
-
-
-    if(pilot.BUTTON_ATCK)
-    if(time > vehic.attack_finished_single)
-    if(vehic.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
-    {
-        vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
-        vehic.wait = time;
-
-        if(vehic.cnt)
-        {
-            bumb_fire_cannon(vehic.gun1, "fire", pilot);
-            vehic.cnt = 0;
-        }
-        else
-        {
-            bumb_fire_cannon(vehic.gun2, "fire", pilot);
-            vehic.cnt = 1;
-        }
-        vehic.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
-    }
-    */
-    
-    if(vehic.vehicle_flags  & VHF_SHIELDREGEN)
-        vehicles_regen(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_touch();
+}
 
-    if(vehic.vehicle_flags  & VHF_HEALTHREGEN)
-        vehicles_regen(dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, FALSE);
+void bumb_regen()
+{
+       if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
+               self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
+                                                                          self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
 
-    if(vehic.vehicle_flags  & VHF_ENERGYREGEN)
-        vehicles_regen(wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, FALSE);
+       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);
 
-    VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
-    VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
+       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(vehic.vehicle_flags & VHF_HASSHIELD)
-        VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
+       if(self.vehicle_flags  & VHF_HEALTHREGEN)
+               vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, FALSE);
 
+       if(self.vehicle_flags  & VHF_ENERGYREGEN)
+               vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, FALSE);
 
-    pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
-    self = pilot;
+}
 
-    return 1;
+float bumb_pilot_frame()
+{
+       entity pilot, vehic;
+       vector newvel;
+
+       pilot = self;
+       vehic = self.vehicle;
+       self   = vehic;
+
+
+       if(vehic.deadflag != DEAD_NO)
+       {
+               self = pilot;
+               pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
+               return 1;
+       }
+
+       bumb_regen();
+
+       crosshair_trace(pilot);
+
+       vector vang;
+       float ftmp;
+
+       vang = vehic.angles;
+       newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
+       vang_x *= -1;
+       newvel_x *= -1;
+       if(newvel_x > 180)  newvel_x -= 360;
+       if(newvel_x < -180) newvel_x += 360;
+       if(newvel_y > 180)  newvel_y -= 360;
+       if(newvel_y < -180) newvel_y += 360;
+
+       ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
+       if(ftmp > 180)  ftmp -= 360;
+       if(ftmp < -180) ftmp += 360;
+       vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
+
+       // Pitch
+       ftmp = 0;
+       if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) 
+               ftmp = 4;
+       else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) 
+               ftmp = -8;
+
+       newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
+       ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
+       vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
+
+       vehic.angles_x = anglemods(vehic.angles_x);
+       vehic.angles_y = anglemods(vehic.angles_y);
+       vehic.angles_z = anglemods(vehic.angles_z);
+
+       makevectors('0 1 0' * vehic.angles_y);
+       newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
+
+       if(pilot.movement_x != 0)
+       {
+               if(pilot.movement_x > 0)
+                       newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
+               else if(pilot.movement_x < 0)
+                       newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
+       }
+
+       if(pilot.movement_y != 0)
+       {
+               if(pilot.movement_y < 0)
+                       newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
+               else if(pilot.movement_y > 0)
+                       newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
+               ftmp = newvel * v_right;
+               ftmp *= frametime * 0.1;
+               vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
+       }
+       else
+       {
+               vehic.angles_z *= 0.95;
+               if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
+                       vehic.angles_z = 0;
+       }
+
+       if(pilot.BUTTON_CROUCH)
+               newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
+       else if(pilot.BUTTON_JUMP)
+               newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
+
+       vehic.velocity  += newvel * frametime;
+       pilot.velocity = pilot.movement  = vehic.velocity;
+       
+
+       if(autocvar_g_vehicle_bumblebee_healgun_locktime)
+       {               
+               if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
+                       vehic.tur_head.enemy = world;
+
+               if(trace_ent)
+               if(trace_ent.movetype)
+               if(trace_ent.takedamage)
+               if(!trace_ent.deadflag)
+               {
+                       if(teamplay)
+                       {
+                               if(trace_ent.team == pilot.team)
+                               {
+                                       vehic.tur_head.enemy = trace_ent;
+                                       vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
+                               }
+                       }
+                       else
+                       {            
+                               vehic.tur_head.enemy = trace_ent;
+                               vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
+                       }
+               }
+                       
+               if(vehic.tur_head.enemy)
+               {
+                       trace_endpos = real_origin(vehic.tur_head.enemy);                       
+                       UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);               
+               }
+       }
+       
+       vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
+                                         autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
+                                         autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
+
+       if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
+       {
+               vehic.gun3.enemy.realowner = pilot;
+               vehic.gun3.enemy.effects &~= EF_NODRAW;
+               
+               vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
+               vehic.gun3.enemy.SendFlags |= BRG_START;
+               
+               traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
+               
+               if(trace_ent)
+               {
+                       if(autocvar_g_vehicle_bumblebee_raygun)
+                       {
+                               Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
+                               vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
+                       }
+                       else
+                       {
+                               if(trace_ent.deadflag == DEAD_NO)
+                                       if((teamplay && trace_ent.team == pilot.team) || !teamplay)
+                                       {
+
+                                               if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
+                                               {
+                                                       if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
+                                                               trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
+
+                                                       if(autocvar_g_vehicle_bumblebee_healgun_hps)
+                                                               trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
+                                               }
+                                               else if(IS_CLIENT(trace_ent))
+                                               {
+                                                       if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
+                                                               trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
+
+                                                       if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
+                                                               trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
+
+                                                       trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
+                                               }
+                                               else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+                                               {
+                                                       if(trace_ent.health  <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
+                                                               trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
+                                                       //else ..hmmm what? ammo?
+
+                                                       trace_ent.SendFlags |= TNSF_STATUS;
+                                               }
+                                       }
+                       }
+               }
+               
+               vehic.gun3.enemy.hook_end = trace_endpos;
+               setorigin(vehic.gun3.enemy, trace_endpos);
+               vehic.gun3.enemy.SendFlags |= BRG_END;
+               
+               vehic.wait = time + 1;
+       }
+       else
+               vehic.gun3.enemy.effects |= EF_NODRAW;
+       /*{
+               if(vehic.gun3.enemy)
+                       remove(vehic.gun3.enemy);
+
+               vehic.gun3.enemy = world;
+       }
+       */
+       
+       VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
+       VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
+
+       pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
+       pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
+
+       if(vehic.vehicle_flags & VHF_HASSHIELD)
+               VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
+               
+       vehic.angles_x *= -1;
+       makevectors(vehic.angles);
+       vehic.angles_x *= -1;
+       setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
+
+       pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
+       self = pilot;
+
+       return 1;
 }
 
 void bumb_think()
 {
-    self.velocity = self.velocity * 0.99;
-    self.nextthink = time + 0.1;
+       self.movetype = MOVETYPE_TOSS;
+               
+               //self.velocity = self.velocity * 0.5;
+       self.angles_z *= 0.8;
+       self.angles_x *= 0.8;
+       
+       self.nextthink = time + 0.05;
+       
+       if(!self.owner)
+       {
+               entity oldself = self;          
+               if(self.gunner1)
+               {
+                       self = self.gunner1;
+                       oldself.gun1.vehicle_exit(VHEF_EJECT);
+                       entity oldother = other;
+                       other = self;
+                       self = oldself;
+                       self.phase = 0;
+                       self.touch();
+                       other = oldother;
+                       return;
+               }
+               
+               if(self.gunner2)
+               {
+                       self = self.gunner2;
+                       oldself.gun2.vehicle_exit(VHEF_EJECT);
+                       entity oldother = other;
+                       other = self;
+                       self = oldself;
+                       self.phase = 0;
+                       self.touch();
+                       other = oldother;
+                       return;
+               }               
+       }
+       
 }
 
 void bumb_enter()
 {
-    self.touch  = bumb_touch;
+       self.touch = bumb_touch;
+       self.nextthink = 0;
+       self.movetype = MOVETYPE_BOUNCEMISSILE;
+       //setattachment(self.owner, self.vehicle_viewport, "");
 }
 
 void bumb_exit(float eject)
 {
+       self.touch = vehicles_touch;
+       self.think = bumb_think;
+       self.nextthink = time;
+       
+       if(!self.owner)
+               return;
+       
+       fixedmakevectors(self.angles);
+       vector spot;
+       if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)              
+               spot = self.origin + v_up * 128 + v_forward * 200;
+       else
+               spot = self.origin + v_up * 128 - v_forward * 200;
+       
+       spot = vehicles_findgoodexit(spot);
+       
+       // Hide beam
+       if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
+               self.gun3.enemy.effects |= EF_NODRAW;
+    }
+
+       self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
+       self.owner.velocity_z += 10;
+       setorigin(self.owner, spot);
+       
+       antilag_clear(self.owner);
     self.owner = world;
-    self.touch = vehicles_touch;
 }
 
-void bumb_spawn(float _f)
+void bumb_blowup()
 {
-    self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
-    self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
-    self.movetype       = MOVETYPE_TOSS;
-    self.solid          = SOLID_BBOX;
-    self.movetype = MOVETYPE_FLY;
-    setorigin(self, self.origin + '0 0 25');
+       RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
+                                autocvar_g_vehicle_bumblebee_blowup_edgedamage,
+                                autocvar_g_vehicle_bumblebee_blowup_radius, self,
+                                autocvar_g_vehicle_bumblebee_blowup_forceintensity,
+                                DEATH_VH_BUMB_DEATH, world);
+
+       sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+       pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+       
+       if(self.owner.deadflag == DEAD_DYING)
+               self.owner.deadflag = DEAD_DEAD;
+       
+       remove(self);
+}
+
+void bumb_diethink()
+{
+       if(time >= self.wait)
+               self.think = bumb_blowup;
+
+       if(random() < 0.1)
+       {
+               sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+               pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
+       }
+
+       self.nextthink = time + 0.1;
 }
 
 void bumb_die()
 {
-    self.deadflag    = DEAD_DEAD;
-    self.vehicle_exit(VHEF_NORMAL);
-    
-    self.health       = 0;
-    self.event_damage = SUB_Null;
-    self.solid        = SOLID_CORPSE;
-    self.takedamage   = DAMAGE_NO;
-    self.deadflag     = DEAD_DYING;
-    self.movetype     = MOVETYPE_BOUNCE;
-    
-    RadiusDamage (self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
-                                       autocvar_g_vehicle_bumblebee_blowup_edgedamage,
-                                       autocvar_g_vehicle_bumblebee_blowup_radius, world,
-                                       autocvar_g_vehicle_bumblebee_blowup_forceintensity,
-                                       DEATH_WAKIBLOWUP, world);
-
-    pointparticles(particleeffectnum("rocket_explode"), findbetterlocation (self.origin, 16), '0 0 0', 1);
+       entity oldself = self;
+       
+       // Hide beam
+       if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
+               self.gun3.enemy.effects |= EF_NODRAW;
+       
+       if(self.gunner1)
+       {
+               self = self.gunner1;
+               oldself.gun1.vehicle_exit(VHEF_EJECT);
+               self = oldself;
+       }
+
+       if(self.gunner2)
+       {
+               self = self.gunner2;
+               oldself.gun2.vehicle_exit(VHEF_EJECT);
+               self = oldself;
+       }
+
+       self.vehicle_exit(VHEF_EJECT);
+
+       fixedmakevectors(self.angles);
+       vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
+       vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
+       vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
+
+       entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
+
+       if(random() > 0.5)
+               _body.touch = bumb_blowup;
+       else
+               _body.touch = func_null;
+               
+       _body.think = bumb_diethink;
+       _body.nextthink = time;
+       _body.wait = time + 2 + (random() * 8);
+       _body.owner = self;
+       _body.enemy = self.enemy;
+       
+       pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
+       
+       self.health                     = 0;
+       self.event_damage       = func_null;
+       self.solid                      = SOLID_CORPSE;
+       self.takedamage         = DAMAGE_NO;
+       self.deadflag           = DEAD_DYING;
+       self.movetype           = MOVETYPE_NONE;
+       self.effects            = EF_NODRAW;
+       self.colormod           = '0 0 0';
+       self.avelocity          = '0 0 0';
+       self.velocity           = '0 0 0';
+       self.touch                      = func_null;
+       self.nextthink          = 0;
+
+       setorigin(self, self.pos1);
+
 }
 
-void bumb_dinit()
+void bumb_impact()
 {
-    /*
-    if(!teamplay)
-    {
-        remove(self);
-        return;        
-    }
-    */
-    
-    if not (vehicle_initialize(
-             "Bumblebee", "models/vehicles/bumblebee_body.dpm",
-             "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
-             HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
-             bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
-             bumb_pilot_frame, bumb_enter, bumb_exit,
-             bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health))
-    {
-        remove(self);
-        return;
-    }
+    if(autocvar_g_vehicle_bumblebee_bouncepain_x)
+        vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, 
+                                               autocvar_g_vehicle_bumblebee_bouncepain_y, 
+                                               autocvar_g_vehicle_bumblebee_bouncepain_z);
+}
 
-    self.vehicle_shieldent = spawn();
-    self.vehicle_shieldent.effects = EF_LOWPRECISION;
-    setmodel(self.vehicle_shieldent, "models/vhshield.md3");
-    setattachment(self.vehicle_shieldent, self, "");
-    setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
-    self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
-    self.vehicle_shieldent.think       = shieldhit_think;
-    self.vehicle_shieldent.alpha = -1;
-    
-       
-    self.gun1 = spawn();
-    self.gun2 = spawn();
-    self.gun3 = spawn();
-
-    self.vehicle_flags |= VHF_MULTISLOT;
-
-    self.gun1.owner = self;
-    self.gun2.owner = self;
-    self.gun3.owner = self;
-    
-    setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
-    setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
-    setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
-
-    setattachment(self.gun1, self, "cannon_right");
-    setattachment(self.gun2, self, "cannon_left");
-    setattachment(self.gun3, self, "raygun");
-
-    vehicle_addplayerslot(self, self.gun1, HUD_RAPTOR, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
-    vehicle_addplayerslot(self, self.gun2, HUD_RAPTOR, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
-    
-    //fixme-model
-    setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
-    setorigin(self.gun1.vehicle_viewport, '-85 0 50');
-    
-    setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
-    setorigin(self.gun2.vehicle_viewport, '-85 0 50');
-    self.scale = 1.5;
-
-    /*
-    float i;
-    for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
-    {
-        
-        dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
-    }
-    */    
+void bumb_spawn(float _f)
+{
+       /*
+       float i;
+       for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
+       {
+
+           dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
+       }
+       */
+       if(!self.gun1)
+       {
+               // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
+               self.vehicle_shieldent = spawn();
+               self.vehicle_shieldent.effects = EF_LOWPRECISION;
+               setmodel(self.vehicle_shieldent, "models/vhshield.md3");
+               setattachment(self.vehicle_shieldent, self, "");
+               setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
+               self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
+               self.vehicle_shieldent.think       = shieldhit_think;
+               self.vehicle_shieldent.alpha = -1;
+               self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
+
+               self.gun1 = spawn();
+               self.gun2 = spawn();
+               self.gun3 = spawn();
+
+               self.vehicle_flags |= VHF_MULTISLOT;
+
+               self.gun1.owner = self;
+               self.gun2.owner = self;
+               self.gun3.owner = self;
+
+               setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
+               setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
+               setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
+
+               setattachment(self.gun1, self, "cannon_right");
+               setattachment(self.gun2, self, "cannon_left");
+
+               // Angled bones are no fun, messes up gun-aim; so work arround it.
+               self.gun3.pos1 = self.angles;
+               self.angles = '0 0 0';
+               vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
+               ofs -= self.origin;
+               setattachment(self.gun3, self, "");
+               setorigin(self.gun3, ofs);
+               self.angles = self.gun3.pos1;
+
+               vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
+               vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
+
+               setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
+               setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
+
+               //fixme-model-bones
+               setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
+               setorigin(self.gun1.vehicle_viewport, '-85 0 50');
+               //fixme-model-bones
+               setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
+               setorigin(self.gun2.vehicle_viewport, '-85 0 50');
+
+               self.scale = 1.5;
+               
+               // Raygun beam
+               if(self.gun3.enemy == world)
+               {                       
+                       self.gun3.enemy = spawn();
+                       Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
+                       self.gun3.enemy.SendFlags = BRG_SETUP;                  
+                       self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
+                       self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
+               }
+       }
+
+       self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
+       self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
+       self.solid          = SOLID_BBOX;
+       //self.movetype         = MOVETYPE_BOUNCEMISSILE;
+       self.movetype           = MOVETYPE_TOSS;
+       self.vehicle_impact = bumb_impact;
+       self.damageforcescale = 0.025;
+       
+       setorigin(self, self.origin + '0 0 25');
 }
 
 void spawnfunc_vehicle_bumblebee()
 {
-    if(!autocvar_g_vehicle_bumblebee)
-    {
-        remove(self);
-        return;
-    }        
-    
-    precache_model ("models/vehicles/bumblebee_body.dpm");
-    precache_model ("models/vehicles/bumblebee_plasma_left.dpm");
-    precache_model ("models/vehicles/bumblebee_plasma_right.dpm");
-    precache_model ("models/vehicles/bumblebee_ray.dpm");
-    precache_model ("models/vehicles/wakizashi_cockpit.dpm");
-    precache_model ("models/vehicles/spiderbot_cockpit.dpm");
-    precache_model ("models/vehicles/raptor_cockpit.dpm");
-
-    if(autocvar_g_vehicle_bumblebee_energy)
-        if(autocvar_g_vehicle_bumblebee_energy_regen)
-            self.vehicle_flags |= VHF_ENERGYREGEN;
-
-    if(autocvar_g_vehicle_bumblebee_shield)
-        self.vehicle_flags |= VHF_HASSHIELD;
-
-    if(autocvar_g_vehicle_bumblebee_shield_regen)
-        self.vehicle_flags |= VHF_SHIELDREGEN;
-
-    if(autocvar_g_vehicle_bumblebee_health_regen)
-        self.vehicle_flags |= VHF_HEALTHREGEN;
-
-    self.think = bumb_dinit;
-    self.nextthink = time + 1;
+       if(!autocvar_g_vehicle_bumblebee)
+       {
+               remove(self);
+               return;
+       }
+
+       precache_model("models/vehicles/bumblebee_body.dpm");
+       precache_model("models/vehicles/bumblebee_plasma_left.dpm");
+       precache_model("models/vehicles/bumblebee_plasma_right.dpm");
+       precache_model("models/vehicles/bumblebee_ray.dpm");
+       precache_model("models/vehicles/wakizashi_cockpit.dpm");
+       precache_model("models/vehicles/spiderbot_cockpit.dpm");
+       precache_model("models/vehicles/raptor_cockpit.dpm");
+
+       if(autocvar_g_vehicle_bumblebee_energy)
+               if(autocvar_g_vehicle_bumblebee_energy_regen)
+                       self.vehicle_flags |= VHF_ENERGYREGEN;
+
+       if(autocvar_g_vehicle_bumblebee_shield)
+               self.vehicle_flags |= VHF_HASSHIELD;
+
+       if(autocvar_g_vehicle_bumblebee_shield_regen)
+               self.vehicle_flags |= VHF_SHIELDREGEN;
+
+       if(autocvar_g_vehicle_bumblebee_health_regen)
+               self.vehicle_flags |= VHF_HEALTHREGEN;
+
+       if not(vehicle_initialize(
+                          "Bumblebee", "models/vehicles/bumblebee_body.dpm",
+                          "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
+                          HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
+                          bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
+                          bumb_pilot_frame, bumb_enter, bumb_exit,
+                          bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
+       {
+               remove(self);
+               return;
+       }
+}
+
+float bumble_raygun_send(entity to, float sf)
+{
+       WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
+
+       WriteByte(MSG_ENTITY, sf);
+       if(sf & BRG_SETUP)
+       {
+               WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
+               WriteByte(MSG_ENTITY, self.realowner.team);
+               WriteByte(MSG_ENTITY, self.cnt);
+       }
+
+       if(sf & BRG_START)
+       {
+               WriteCoord(MSG_ENTITY, self.hook_start_x);
+               WriteCoord(MSG_ENTITY, self.hook_start_y);
+               WriteCoord(MSG_ENTITY, self.hook_start_z);
+       }
+
+       if(sf & BRG_END)
+       {
+               WriteCoord(MSG_ENTITY, self.hook_end_x);
+               WriteCoord(MSG_ENTITY, self.hook_end_y);
+               WriteCoord(MSG_ENTITY, self.hook_end_z);
+       }
+
+       return TRUE;
 }
 #endif // SVQC
 
 #ifdef CSQC
+/*
+.vector raygun_l1
+.vector raygun_l2;
+.vector raygun_l3;
+*/
+
+void bumble_raygun_draw()
+{
+       float _len;
+       vector _dir;
+       vector _vtmp1, _vtmp2;
+
+       _len = vlen(self.origin - self.move_origin);
+       _dir = normalize(self.move_origin - self.origin);
+       
+       if(self.total_damages < time)
+       {
+               boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
+               boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
+               self.total_damages = time + 0.1;
+       }
+
+       float i, df, sz, al;
+       for(i = -0.1; i < 0.2; i += 0.1)
+       {
+               df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
+               sz = 5 + random() * 5;
+               al = 0.25 + random() * 0.5;
+               _vtmp1 = self.origin + _dir * _len * (0.25 + i);
+               _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
+               Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
+
+               _vtmp2 = self.origin + _dir * _len * (0.5 + i);
+               _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
+               Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
+
+               _vtmp1 = self.origin + _dir * _len * (0.75 + i);
+               _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
+               Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
+
+               Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
+       }
+}
+
+void bumble_raygun_read(float bIsNew)
+{
+       float sf = ReadByte();
+
+       if(sf & BRG_SETUP)
+       {
+               self.cnt  = ReadByte();
+               self.team = ReadByte();
+               self.cnt  = ReadByte();
+               
+               if(self.cnt)
+                       self.colormod = '1 0 0';
+               else
+                       self.colormod = '0 1 0';
+
+               self.traileffect = particleeffectnum("healray_muzzleflash");
+               self.lip = particleeffectnum("healray_impact");         
+
+               self.draw = bumble_raygun_draw;
+       }
+       
+       
+       if(sf & BRG_START)
+       {
+               self.origin_x = ReadCoord();
+               self.origin_y = ReadCoord();
+               self.origin_z = ReadCoord();
+               setorigin(self, self.origin);
+       }
+
+       if(sf & BRG_END)
+       {
+               self.move_origin_x = ReadCoord();
+               self.move_origin_y = ReadCoord();
+               self.move_origin_z = ReadCoord();
+       }
+}
+
 void bumblebee_draw()
 {
 
@@ -647,26 +1059,3 @@ void vehicle_bumblebee_assemble()
 
 }
 #endif //CSQC
-
-/*
-vector predict_target(entity _targ, vector _from, float _shot_speed)
-{    
-    float i;                // loop
-    float _distance;        // How far to target
-    float _impact_time;     // How long untill projectile impacts
-    vector _predict_pos;    // Predicted enemy location
-    vector _original_origin;// Where target is before predicted
-    
-     _original_origin = real_origin(_targ); // Typicaly center of target BBOX
-        
-    _predict_pos = _original_origin;
-    for(i = 0; i < 4; ++i)  // Loop a few times to increase prediction accuracy (increase loop count if accuracy is to low)
-    {
-        _distance = vlen(_predict_pos - _from); // Get distance to previos predicted location
-        _impact_time = _distance / _shot_speed; // Calculate impact time
-        _predict_pos = _original_origin + _targ.velocity * _impact_time; // Calculate new predicted location
-    }
-    
-    return _predict_pos;
-}
-*/
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