1 #include "bumblebee.qh"
3 const float BRG_SETUP = 2;
4 const float BRG_START = 4;
5 const float BRG_END = 8;
8 float autocvar_g_vehicle_bumblebee_respawntime = 60;
10 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
11 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
12 float autocvar_g_vehicle_bumblebee_speed_up = 350;
13 float autocvar_g_vehicle_bumblebee_speed_down = 350;
14 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
15 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
16 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
17 float autocvar_g_vehicle_bumblebee_friction = 0.5;
18 bool autocvar_g_vehicle_bumblebee_swim = true;
20 float autocvar_g_vehicle_bumblebee_energy = 500;
21 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
22 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
24 float autocvar_g_vehicle_bumblebee_health = 1000;
25 float autocvar_g_vehicle_bumblebee_health_regen = 65;
26 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
28 float autocvar_g_vehicle_bumblebee_shield = 400;
29 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
30 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
32 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
33 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
34 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
36 float autocvar_g_vehicle_bumblebee_cannon_lock = 1;
38 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 260;
39 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
40 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
41 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
42 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
45 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
46 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
47 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
48 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
50 bool autocvar_g_vehicle_bumblebee_raygun = false;
51 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
52 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
53 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
54 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
56 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
57 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
58 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
59 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
60 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
61 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
63 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
64 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
65 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
66 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
67 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
69 bool autocvar_g_vehicle_bumblebee = true;
71 bool bumblebee_gunner_frame(entity this, float dt)
73 entity vehic = this.vehicle.owner;
74 entity gun = this.vehicle;
77 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
78 //vehicles_frame(gun, player);
80 vehic.solid = SOLID_NOT;
81 //setorigin(this, vehic.origin);
82 this.velocity = vehic.velocity;
86 makevectors(vehic.angles);
90 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
91 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
92 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
96 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
97 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
98 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
100 this.oldorigin = this.origin; // negate fall damage
102 crosshair_trace(this);
103 vector _ct = trace_endpos;
106 if(autocvar_g_vehicle_bumblebee_cannon_lock)
108 if(gun.lock_time < time || IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy))
112 if(trace_ent.move_movetype)
113 if(trace_ent.takedamage)
114 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
118 if(DIFF_TEAM(trace_ent, this))
120 gun.enemy = trace_ent;
121 gun.lock_time = time + 2.5;
126 gun.enemy = trace_ent;
127 gun.lock_time = time + 0.5;
134 float distance, impact_time;
136 vector vf = real_origin(gun.enemy);
137 vector _vel = gun.enemy.velocity;
138 if(gun.enemy.move_movetype == MOVETYPE_WALK)
143 distance = vlen(ad - this.origin);
144 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
145 ad = vf + _vel * impact_time;
149 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
150 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
151 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
152 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
156 vehicle_aimturret(vehic, _ct, gun, "fire",
157 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
158 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
160 if(!forbidWeaponUse(this))
161 if(PHYS_INPUT_BUTTON_ATCK(this))
162 if(time > gun.attack_finished_single[0])
163 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
165 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
166 bumblebee_fire_cannon(vehic, gun, "fire", this);
168 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
171 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
173 if(vehic.vehicle_flags & VHF_HASSHIELD)
174 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
176 ad = gettaginfo(gun, gettagindex(gun, "fire"));
177 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
179 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
182 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
184 vehic.solid = SOLID_BBOX;
185 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
186 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
189 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
194 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
195 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
198 mysize = 1.5 * vlen(STAT(PL_MAX, player) - STAT(PL_MIN, player)); // can't use gunner's size, as they don't have a size
201 v2 = 0.5 * (gunner.absmin + gunner.absmax);
202 for(i = 0; i < 100; ++i)
206 v = v2 + normalize(v) * mysize;
207 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
208 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
212 return prefer_spot; // this should be considered a fallback?!
215 void bumblebee_gunner_exit(entity this, int _exitflag)
217 entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
218 entity gunner = this;
219 entity vehic = gunner.owner;
221 if(IS_REAL_CLIENT(player))
224 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
225 WriteEntity(MSG_ONE, player);
227 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
228 WriteAngle(MSG_ONE, 0);
229 WriteAngle(MSG_ONE, vehic.angles.y);
230 WriteAngle(MSG_ONE, 0);
233 CSQCVehicleSetup(player, HUD_NORMAL);
234 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
236 player.takedamage = DAMAGE_AIM;
237 player.solid = SOLID_SLIDEBOX;
238 set_movetype(player, MOVETYPE_WALK);
239 player.effects &= ~EF_NODRAW;
241 player.PlayerPhysplug = func_null;
242 player.view_ofs = STAT(PL_VIEW_OFS, player);
243 player.event_damage = PlayerDamage;
244 STAT(HUD, player) = HUD_NORMAL;
245 player.teleportable = TELEPORT_NORMAL;
246 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
248 .entity weaponentity = weaponentities[slot];
249 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
250 delete(gunner.(weaponentity));
252 player.vehicle_enter_delay = time + 2;
254 fixedmakevectors(vehic.angles);
256 if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
257 if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
259 vector spot = real_origin(gunner);
260 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
261 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
263 // TODO: figure a way to move player out of the gunner
265 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
266 player.velocity_z += 10;
268 gunner.phase = time + 5;
269 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
271 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
273 player.vehicle = NULL;
276 bool bumblebee_gunner_enter(entity this, entity player)
279 entity gunner = NULL;
281 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
283 // we can have some fun
284 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
285 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
286 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
289 vehic.gunner1 = player;
294 vehic.gunner2 = player;
297 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
298 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
299 else { LOG_TRACE("Vehicle is full, fail"); return false; }
301 player.vehicle = gunner;
302 player.angles = vehic.angles;
303 player.takedamage = DAMAGE_NO;
304 player.solid = SOLID_NOT;
306 set_movetype(player, MOVETYPE_NOCLIP);
307 player.event_damage = func_null;
308 player.view_ofs = '0 0 0';
309 STAT(HUD, player) = STAT(HUD, gunner);
310 player.teleportable = false;
311 player.PlayerPhysplug = gunner.PlayerPhysplug;
312 player.vehicle_ammo1 = vehic.vehicle_ammo1;
313 player.vehicle_ammo2 = vehic.vehicle_ammo2;
314 player.vehicle_reload1 = vehic.vehicle_reload1;
315 player.vehicle_reload2 = vehic.vehicle_reload2;
316 player.vehicle_energy = vehic.vehicle_energy;
317 UNSET_ONGROUND(player);
319 RemoveGrapplingHooks(player);
321 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
323 .entity weaponentity = weaponentities[slot];
325 gunner.(weaponentity) = new(temp_wepent);
326 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
328 gunner.vehicle_exit = bumblebee_gunner_exit;
329 gunner.vehicle_hudmodel.viewmodelforclient = player;
331 if(IS_REAL_CLIENT(player))
334 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
335 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
337 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
338 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
339 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
340 WriteAngle(MSG_ONE, 0); // roll
343 CSQCVehicleSetup(player, STAT(HUD, player));
345 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
350 bool vehicles_valid_pilot(entity this, entity toucher)
352 if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
355 if((!IS_PLAYER(toucher))
356 || (IS_DEAD(toucher))
358 || (DIFF_TEAM(toucher, this))
364 void bumblebee_touch(entity this, entity toucher)
366 if(autocvar_g_vehicles_enter) { return; }
368 if(this.gunner1 != NULL && this.gunner2 != NULL)
370 vehicles_touch(this, toucher);
374 if(vehicles_valid_pilot(this, toucher))
376 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
378 if(time >= toucher.vehicle_enter_delay && phase_time)
379 if(bumblebee_gunner_enter(this, toucher))
383 vehicles_touch(this, toucher);
386 void bumblebee_regen(entity this, float dt)
388 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
389 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
390 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
392 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
393 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
394 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
396 if(this.vehicle_flags & VHF_SHIELDREGEN)
397 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);
399 if(this.vehicle_flags & VHF_HEALTHREGEN)
400 vehicles_regen_resource(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, dt, false, RES_HEALTH);
402 if(this.vehicle_flags & VHF_ENERGYREGEN)
403 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);
407 bool bumblebee_pilot_frame(entity this, float dt)
409 entity vehic = this.vehicle;
414 vehic.solid = SOLID_NOT;
415 vehic.takedamage = DAMAGE_NO;
416 set_movetype(vehic, MOVETYPE_NONE);
420 vehicles_frame(vehic, this);
424 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
428 bumblebee_regen(vehic, dt);
430 crosshair_trace(this);
432 vector vang = vehic.angles;
433 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
436 if(newvel.x > 180) newvel.x -= 360;
437 if(newvel.x < -180) newvel.x += 360;
438 if(newvel.y > 180) newvel.y -= 360;
439 if(newvel.y < -180) newvel.y += 360;
441 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
442 if(ftmp > 180) ftmp -= 360;
443 if(ftmp < -180) ftmp += 360;
444 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
448 if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
450 else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
453 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
454 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
455 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
457 vehic.angles_x = anglemods(vehic.angles.x);
458 vehic.angles_y = anglemods(vehic.angles.y);
459 vehic.angles_z = anglemods(vehic.angles.z);
461 makevectors('0 1 0' * vehic.angles.y);
462 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
464 if(CS(this).movement.x != 0)
466 if(CS(this).movement.x > 0)
467 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
468 else if(CS(this).movement.x < 0)
469 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
472 if(CS(this).movement.y != 0)
474 if(CS(this).movement.y < 0)
475 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
476 else if(CS(this).movement.y > 0)
477 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
478 ftmp = newvel * v_right;
480 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
484 vehic.angles_z *= 0.95;
485 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
489 if(PHYS_INPUT_BUTTON_CROUCH(this))
490 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
491 else if(PHYS_INPUT_BUTTON_JUMP(this))
492 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
494 vehic.velocity += newvel * dt;
495 this.velocity = CS(this).movement = vehic.velocity;
498 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
500 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
501 vehic.tur_head.enemy = NULL;
504 if(trace_ent.move_movetype)
505 if(trace_ent.takedamage)
506 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
510 if(trace_ent.team == this.team)
512 vehic.tur_head.enemy = trace_ent;
513 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
518 vehic.tur_head.enemy = trace_ent;
519 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
523 if(vehic.tur_head.enemy)
525 trace_endpos = real_origin(vehic.tur_head.enemy);
526 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
530 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
531 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
532 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed, dt);
534 if(!forbidWeaponUse(this))
535 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))
537 vehic.gun3.enemy.realowner = this;
538 vehic.gun3.enemy.effects &= ~EF_NODRAW;
540 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
541 vehic.gun3.enemy.SendFlags |= BRG_START;
543 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
547 if(autocvar_g_vehicle_bumblebee_raygun)
549 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, DMG_NOWEP, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
550 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
554 if(!IS_DEAD(trace_ent))
556 if((teamplay && trace_ent.team == this.team) || !teamplay)
558 if(autocvar_g_vehicle_bumblebee_healgun_hps)
560 float hplimit = ((IS_PLAYER(trace_ent)) ? autocvar_g_vehicle_bumblebee_healgun_hmax : RES_LIMIT_NONE);
561 Heal(trace_ent, this, autocvar_g_vehicle_bumblebee_healgun_hps * dt, hplimit);
564 if(IS_VEHICLE(trace_ent))
566 if(autocvar_g_vehicle_bumblebee_healgun_sps && GetResource(trace_ent, RES_HEALTH) <= trace_ent.max_health)
567 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
569 else if(IS_CLIENT(trace_ent))
571 if(GetResource(trace_ent, RES_ARMOR) <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
572 GiveResourceWithLimit(trace_ent, RES_ARMOR, autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
579 vehic.gun3.enemy.hook_end = trace_endpos;
580 setorigin(vehic.gun3.enemy, trace_endpos);
581 vehic.gun3.enemy.SendFlags |= BRG_END;
583 vehic.wait = time + 1;
586 vehic.gun3.enemy.effects |= EF_NODRAW;
589 remove(vehic.gun3.enemy);
591 vehic.gun3.enemy = NULL;
595 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
596 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
598 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
599 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
601 if(vehic.vehicle_flags & VHF_HASSHIELD)
602 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
604 vehic.angles_x *= -1;
605 makevectors(vehic.angles);
606 vehic.angles_x *= -1;
607 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
608 this.oldorigin = this.origin; // negate fall damage
610 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
613 void bumblebee_land(entity this)
617 hgt = vehicle_altitude(this, 512);
618 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
619 this.angles_x *= 0.95;
620 this.angles_z *= 0.95;
623 setthink(this, vehicles_think);
625 this.nextthink = time;
627 CSQCMODEL_AUTOUPDATE(this);
630 void bumblebee_exit(entity this, int eject)
632 if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
634 bumblebee_gunner_exit(this, eject);
638 settouch(this, vehicles_touch);
642 setthink(this, bumblebee_land);
643 this.nextthink = time;
646 set_movetype(this, MOVETYPE_TOSS);
651 fixedmakevectors(this.angles);
653 if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
654 spot = this.origin + v_up * 128 + v_forward * 300;
656 spot = this.origin + v_up * 128 - v_forward * 300;
658 spot = vehicles_findgoodexit(this, this.owner, spot);
661 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
662 this.gun3.enemy.effects |= EF_NODRAW;
664 this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
665 this.owner.velocity_z += 10;
666 setorigin(this.owner, spot);
668 antilag_clear(this.owner, CS(this.owner));
672 void bumblebee_blowup(entity this)
674 RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
675 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
676 autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
677 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
678 DEATH_VH_BUMB_DEATH.m_id, DMG_NOWEP, NULL);
680 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
681 Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
683 if(this.owner.deadflag == DEAD_DYING)
684 this.owner.deadflag = DEAD_DEAD;
689 void bumblebee_dead_touch(entity this, entity toucher)
691 bumblebee_blowup(this);
694 void bumblebee_diethink(entity this)
696 if(time >= this.wait)
697 setthink(this, bumblebee_blowup);
701 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
702 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
705 this.nextthink = time + 0.1;
708 spawnfunc(vehicle_bumblebee)
710 if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
711 if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
714 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
716 if(autocvar_g_vehicle_bumblebee_bouncepain)
717 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
719 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
721 settouch(instance, bumblebee_touch);
722 instance.nextthink = 0;
723 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
725 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
727 if(!instance.gunner1)
728 if(time >= instance.gun1.phase)
729 if(instance.gun1.vehicle_enter)
730 if(instance.gun1.vehicle_enter(instance, actor))
733 if(!instance.gunner2)
734 if(time >= instance.gun2.phase)
735 if(instance.gun2.vehicle_enter)
736 if(instance.gun2.vehicle_enter(instance, actor))
739 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
741 instance.angles_z *= 0.8;
742 instance.angles_x *= 0.8;
744 instance.nextthink = time;
750 entity e = instance.gunner1;
751 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
753 gettouch(instance)(instance, e);
759 entity e = instance.gunner2;
760 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
762 gettouch(instance)(instance, e);
767 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
769 CSQCModel_UnlinkEntity(instance);
772 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
773 instance.gun3.enemy.effects |= EF_NODRAW;
776 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
779 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
781 instance.vehicle_exit(instance, VHEF_EJECT);
783 fixedmakevectors(instance.angles);
784 vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
785 vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
786 vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
788 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
791 settouch(_body, bumblebee_dead_touch);
793 settouch(_body, func_null);
795 setthink(_body, bumblebee_diethink);
796 _body.nextthink = time;
797 _body.wait = time + 2 + (random() * 8);
798 _body.owner = instance;
799 _body.enemy = instance.enemy;
801 _body.angles = instance.angles;
803 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
805 SetResourceExplicit(instance, RES_HEALTH, 0);
806 instance.event_damage = func_null;
807 instance.solid = SOLID_NOT;
808 instance.takedamage = DAMAGE_NO;
809 instance.deadflag = DEAD_DYING;
810 set_movetype(instance, MOVETYPE_NONE);
811 instance.effects = EF_NODRAW;
812 instance.colormod = '0 0 0';
813 instance.avelocity = '0 0 0';
814 instance.velocity = '0 0 0';
815 settouch(instance, func_null);
816 instance.nextthink = 0;
818 setorigin(instance, instance.pos1);
820 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
824 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
825 instance.vehicle_shieldent = spawn();
826 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
827 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
828 setattachment(instance.vehicle_shieldent, instance, "");
829 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
830 instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
831 setthink(instance.vehicle_shieldent, shieldhit_think);
832 instance.vehicle_shieldent.alpha = -1;
833 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
835 instance.gun1 = new(vehicle_playerslot);
836 instance.gun2 = new(vehicle_playerslot);
837 instance.gun3 = new(bumblebee_raygun);
839 instance.vehicle_flags |= VHF_MULTISLOT;
841 instance.gun1.owner = instance;
842 instance.gun2.owner = instance;
843 instance.gun3.owner = instance;
845 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
846 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
847 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
849 setattachment(instance.gun1, instance, "cannon_right");
850 setattachment(instance.gun2, instance, "cannon_left");
852 // Angled bones are no fun, messes up gun-aim; so work arround it.
853 instance.gun3.pos1 = instance.angles;
854 instance.angles = '0 0 0';
855 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
856 ofs -= instance.origin;
857 setattachment(instance.gun3, instance, "");
858 setorigin(instance.gun3, ofs);
859 instance.angles = instance.gun3.pos1;
861 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
862 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
864 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
865 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
868 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
869 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
871 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
872 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
874 instance.scale = 1.5;
877 if(instance.gun3.enemy == NULL)
879 instance.gun3.enemy = spawn();
880 Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
881 instance.gun3.enemy.SendFlags = BRG_SETUP;
882 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
883 instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
887 if(!autocvar_g_vehicle_bumblebee_swim)
888 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
890 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
891 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
892 instance.solid = SOLID_BBOX;
893 set_movetype(instance, MOVETYPE_TOSS);
894 instance.damageforcescale = 0.025;
896 instance.PlayerPhysplug = bumblebee_pilot_frame;
898 setorigin(instance, instance.origin + '0 0 25');
900 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
902 if(autocvar_g_vehicle_bumblebee_energy)
903 if(autocvar_g_vehicle_bumblebee_energy_regen)
904 instance.vehicle_flags |= VHF_ENERGYREGEN;
906 if(autocvar_g_vehicle_bumblebee_shield)
907 instance.vehicle_flags |= VHF_HASSHIELD;
909 if(autocvar_g_vehicle_bumblebee_shield_regen)
910 instance.vehicle_flags |= VHF_SHIELDREGEN;
912 if(autocvar_g_vehicle_bumblebee_health_regen)
913 instance.vehicle_flags |= VHF_HEALTHREGEN;
915 instance.vehicle_exit = bumblebee_exit;
916 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
917 SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
918 instance.max_health = GetResource(instance, RES_HEALTH);
919 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
925 void CSQC_BUMBLE_GUN_HUD()
927 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
928 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
929 string_null, '0 0 0');
932 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
934 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
935 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
936 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
938 float hudAlpha = autocvar_hud_panel_fg_alpha;
939 float blinkValue = 0.55 + sin(time * 7) * 0.45;
940 vector tmpPos = '0 0 0';
941 vector tmpSize = hud_fontsize;
942 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
944 if(!AuxiliaryXhair[1].draw2d)
946 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
947 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
950 if(!AuxiliaryXhair[2].draw2d)
952 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
953 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
956 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
958 Vehicles_drawCrosshair(vCROSS_HEAL);
960 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
962 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
963 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
964 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2