1 #include "bumblebee.qh"
5 const float BRG_SETUP = 2;
6 const float BRG_START = 4;
7 const float BRG_END = 8;
10 float autocvar_g_vehicle_bumblebee_respawntime = 60;
12 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
13 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
14 float autocvar_g_vehicle_bumblebee_speed_up = 350;
15 float autocvar_g_vehicle_bumblebee_speed_down = 350;
16 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
17 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
18 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
19 float autocvar_g_vehicle_bumblebee_friction = 0.5;
20 bool autocvar_g_vehicle_bumblebee_swim = false;
22 float autocvar_g_vehicle_bumblebee_energy = 500;
23 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
24 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
26 float autocvar_g_vehicle_bumblebee_health = 1000;
27 float autocvar_g_vehicle_bumblebee_health_regen = 65;
28 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
30 float autocvar_g_vehicle_bumblebee_shield = 400;
31 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
32 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
34 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
35 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
36 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
38 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
40 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
41 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
42 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
43 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
44 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
47 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
48 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
49 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
50 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
52 bool autocvar_g_vehicle_bumblebee_raygun = false;
53 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
54 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
55 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
56 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
58 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
59 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
60 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
61 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
62 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
63 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
65 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
66 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
67 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
68 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
69 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
71 bool autocvar_g_vehicle_bumblebee = true;
73 bool bumblebee_gunner_frame(entity this, float dt)
75 entity vehic = this.vehicle.owner;
76 entity gun = this.vehicle;
79 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
80 //vehicles_frame(gun, player);
82 vehic.solid = SOLID_NOT;
83 //setorigin(this, vehic.origin);
84 this.velocity = vehic.velocity;
88 makevectors(vehic.angles);
92 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
93 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
94 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
98 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
99 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
100 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
102 this.oldorigin = this.origin; // negate fall damage
104 crosshair_trace(this);
105 vector _ct = trace_endpos;
108 if(autocvar_g_vehicle_bumblebee_cannon_lock)
110 if(gun.lock_time < time)
114 if(trace_ent.move_movetype)
115 if(trace_ent.takedamage)
116 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 + 5;
128 float distance, impact_time;
130 vector vf = real_origin(gun.enemy);
131 vector _vel = gun.enemy.velocity;
132 if(gun.enemy.move_movetype == MOVETYPE_WALK)
137 distance = vlen(ad - this.origin);
138 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
139 ad = vf + _vel * impact_time;
143 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
144 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
145 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
146 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
150 vehicle_aimturret(vehic, _ct, 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);
154 if(!forbidWeaponUse(this))
155 if(PHYS_INPUT_BUTTON_ATCK(this))
156 if(time > gun.attack_finished_single[0])
157 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
159 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
160 bumblebee_fire_cannon(vehic, gun, "fire", this);
162 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
165 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
167 if(vehic.vehicle_flags & VHF_HASSHIELD)
168 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
170 ad = gettaginfo(gun, gettagindex(gun, "fire"));
171 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
173 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
176 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
178 vehic.solid = SOLID_BBOX;
179 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
180 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
183 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
188 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
189 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
192 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
195 v2 = 0.5 * (gunner.absmin + gunner.absmax);
196 for(i = 0; i < 100; ++i)
200 v = v2 + normalize(v) * mysize;
201 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
202 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
206 return prefer_spot; // this should be considered a fallback?!
209 void bumblebee_gunner_exit(entity this, int _exitflag)
211 entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
212 entity gunner = this;
213 entity vehic = gunner.owner;
215 if(IS_REAL_CLIENT(player))
218 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
219 WriteEntity(MSG_ONE, player);
221 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
222 WriteAngle(MSG_ONE, 0);
223 WriteAngle(MSG_ONE, vehic.angles.y);
224 WriteAngle(MSG_ONE, 0);
227 CSQCVehicleSetup(player, HUD_NORMAL);
228 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
230 player.takedamage = DAMAGE_AIM;
231 player.solid = SOLID_SLIDEBOX;
232 set_movetype(player, MOVETYPE_WALK);
233 player.effects &= ~EF_NODRAW;
235 player.PlayerPhysplug = func_null;
236 player.view_ofs = STAT(PL_VIEW_OFS, player);
237 player.event_damage = PlayerDamage;
238 player.hud = HUD_NORMAL;
239 player.teleportable = TELEPORT_NORMAL;
240 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
242 .entity weaponentity = weaponentities[slot];
243 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
244 delete(gunner.(weaponentity));
246 player.vehicle_enter_delay = time + 2;
248 fixedmakevectors(vehic.angles);
250 if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
251 if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
253 vector spot = real_origin(gunner);
254 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
255 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
257 // TODO: figure a way to move player out of the gunner
259 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
260 player.velocity_z += 10;
262 gunner.phase = time + 5;
263 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
265 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
267 player.vehicle = NULL;
270 bool bumblebee_gunner_enter(entity this, entity player)
273 entity gunner = NULL;
275 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
277 // we can have some fun
278 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
279 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
280 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
283 vehic.gunner1 = player;
288 vehic.gunner2 = player;
291 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
292 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
293 else { LOG_TRACE("Vehicle is full, fail"); return false; }
295 player.vehicle = gunner;
296 player.angles = vehic.angles;
297 player.takedamage = DAMAGE_NO;
298 player.solid = SOLID_NOT;
300 set_movetype(player, MOVETYPE_NOCLIP);
301 player.event_damage = func_null;
302 player.view_ofs = '0 0 0';
303 player.hud = gunner.hud;
304 player.teleportable = false;
305 player.PlayerPhysplug = gunner.PlayerPhysplug;
306 player.vehicle_ammo1 = vehic.vehicle_ammo1;
307 player.vehicle_ammo2 = vehic.vehicle_ammo2;
308 player.vehicle_reload1 = vehic.vehicle_reload1;
309 player.vehicle_reload2 = vehic.vehicle_reload2;
310 player.vehicle_energy = vehic.vehicle_energy;
311 UNSET_ONGROUND(player);
313 RemoveGrapplingHooks(player);
315 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
317 .entity weaponentity = weaponentities[slot];
319 gunner.(weaponentity) = new(temp_wepent);
320 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
322 gunner.vehicle_exit = bumblebee_gunner_exit;
323 gunner.vehicle_hudmodel.viewmodelforclient = player;
325 if(IS_REAL_CLIENT(player))
328 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
329 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
331 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
332 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
333 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
334 WriteAngle(MSG_ONE, 0); // roll
337 CSQCVehicleSetup(player, player.hud);
339 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
344 bool vehicles_valid_pilot(entity this, entity toucher)
346 if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
349 if((!IS_PLAYER(toucher))
350 || (IS_DEAD(toucher))
352 || (DIFF_TEAM(toucher, this))
358 void bumblebee_touch(entity this, entity toucher)
360 if(autocvar_g_vehicles_enter) { return; }
362 if(this.gunner1 != NULL && this.gunner2 != NULL)
364 vehicles_touch(this, toucher);
368 if(vehicles_valid_pilot(this, toucher))
370 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
372 if(time >= toucher.vehicle_enter_delay && phase_time)
373 if(bumblebee_gunner_enter(this, toucher))
377 vehicles_touch(this, toucher);
380 void bumblebee_regen(entity this, float dt)
382 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
383 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
384 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
386 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
387 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
388 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
390 if(this.vehicle_flags & VHF_SHIELDREGEN)
391 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);
393 if(this.vehicle_flags & VHF_HEALTHREGEN)
394 vehicles_regen(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, dt, false);
396 if(this.vehicle_flags & VHF_ENERGYREGEN)
397 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);
401 bool bumblebee_pilot_frame(entity this, float dt)
403 entity vehic = this.vehicle;
408 vehic.solid = SOLID_NOT;
409 vehic.takedamage = DAMAGE_NO;
410 set_movetype(vehic, MOVETYPE_NONE);
414 vehicles_frame(vehic, this);
418 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
422 bumblebee_regen(vehic, dt);
424 crosshair_trace(this);
426 vector vang = vehic.angles;
427 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
430 if(newvel.x > 180) newvel.x -= 360;
431 if(newvel.x < -180) newvel.x += 360;
432 if(newvel.y > 180) newvel.y -= 360;
433 if(newvel.y < -180) newvel.y += 360;
435 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
436 if(ftmp > 180) ftmp -= 360;
437 if(ftmp < -180) ftmp += 360;
438 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
442 if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
444 else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
447 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
448 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
449 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
451 vehic.angles_x = anglemods(vehic.angles.x);
452 vehic.angles_y = anglemods(vehic.angles.y);
453 vehic.angles_z = anglemods(vehic.angles.z);
455 makevectors('0 1 0' * vehic.angles.y);
456 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
458 if(CS(this).movement.x != 0)
460 if(CS(this).movement.x > 0)
461 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
462 else if(CS(this).movement.x < 0)
463 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
466 if(CS(this).movement.y != 0)
468 if(CS(this).movement.y < 0)
469 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
470 else if(CS(this).movement.y > 0)
471 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
472 ftmp = newvel * v_right;
474 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
478 vehic.angles_z *= 0.95;
479 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
483 if(PHYS_INPUT_BUTTON_CROUCH(this))
484 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
485 else if(PHYS_INPUT_BUTTON_JUMP(this))
486 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
488 vehic.velocity += newvel * dt;
489 this.velocity = CS(this).movement = vehic.velocity;
492 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
494 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
495 vehic.tur_head.enemy = NULL;
498 if(trace_ent.move_movetype)
499 if(trace_ent.takedamage)
500 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
504 if(trace_ent.team == this.team)
506 vehic.tur_head.enemy = trace_ent;
507 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
512 vehic.tur_head.enemy = trace_ent;
513 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
517 if(vehic.tur_head.enemy)
519 trace_endpos = real_origin(vehic.tur_head.enemy);
520 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
524 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
525 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
526 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
528 if(!forbidWeaponUse(this))
529 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))
531 vehic.gun3.enemy.realowner = this;
532 vehic.gun3.enemy.effects &= ~EF_NODRAW;
534 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
535 vehic.gun3.enemy.SendFlags |= BRG_START;
537 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
541 if(autocvar_g_vehicle_bumblebee_raygun)
543 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
544 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
548 if(!IS_DEAD(trace_ent))
549 if((teamplay && trace_ent.team == this.team) || !teamplay)
552 if(IS_VEHICLE(trace_ent))
554 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
555 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
557 if(autocvar_g_vehicle_bumblebee_healgun_hps)
558 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
560 else if(IS_CLIENT(trace_ent))
562 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
563 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
565 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
566 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
568 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
570 else if(IS_TURRET(trace_ent))
572 if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
573 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
574 //else ..hmmm what? ammo?
576 trace_ent.SendFlags |= TNSF_STATUS;
582 vehic.gun3.enemy.hook_end = trace_endpos;
583 setorigin(vehic.gun3.enemy, trace_endpos);
584 vehic.gun3.enemy.SendFlags |= BRG_END;
586 vehic.wait = time + 1;
589 vehic.gun3.enemy.effects |= EF_NODRAW;
592 remove(vehic.gun3.enemy);
594 vehic.gun3.enemy = NULL;
598 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
599 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
601 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
602 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
604 if(vehic.vehicle_flags & VHF_HASSHIELD)
605 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
607 vehic.angles_x *= -1;
608 makevectors(vehic.angles);
609 vehic.angles_x *= -1;
610 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
611 this.oldorigin = this.origin; // negate fall damage
613 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
616 void bumblebee_land(entity this)
620 hgt = vehicle_altitude(this, 512);
621 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
622 this.angles_x *= 0.95;
623 this.angles_z *= 0.95;
626 setthink(this, vehicles_think);
628 this.nextthink = time;
630 CSQCMODEL_AUTOUPDATE(this);
633 void bumblebee_exit(entity this, int eject)
635 if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
637 bumblebee_gunner_exit(this, eject);
641 settouch(this, vehicles_touch);
645 setthink(this, bumblebee_land);
646 this.nextthink = time;
649 set_movetype(this, MOVETYPE_TOSS);
654 fixedmakevectors(this.angles);
656 if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
657 spot = this.origin + v_up * 128 + v_forward * 300;
659 spot = this.origin + v_up * 128 - v_forward * 300;
661 spot = vehicles_findgoodexit(this, this.owner, spot);
664 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
665 this.gun3.enemy.effects |= EF_NODRAW;
667 this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
668 this.owner.velocity_z += 10;
669 setorigin(this.owner, spot);
671 antilag_clear(this.owner, CS(this.owner));
675 void bumblebee_blowup(entity this)
677 RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
678 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
679 autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
680 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
681 DEATH_VH_BUMB_DEATH.m_id, NULL);
683 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
684 Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
686 if(this.owner.deadflag == DEAD_DYING)
687 this.owner.deadflag = DEAD_DEAD;
692 void bumblebee_dead_touch(entity this, entity toucher)
694 bumblebee_blowup(this);
697 void bumblebee_diethink(entity this)
699 if(time >= this.wait)
700 setthink(this, bumblebee_blowup);
704 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
705 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
708 this.nextthink = time + 0.1;
711 spawnfunc(vehicle_bumblebee)
713 if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
714 if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
717 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
719 if(autocvar_g_vehicle_bumblebee_bouncepain)
720 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
722 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
724 settouch(instance, bumblebee_touch);
725 instance.nextthink = 0;
726 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
728 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
730 if(!instance.gunner1)
731 if(time >= instance.gun1.phase)
732 if(instance.gun1.vehicle_enter)
733 if(instance.gun1.vehicle_enter(instance, actor))
736 if(!instance.gunner2)
737 if(time >= instance.gun2.phase)
738 if(instance.gun2.vehicle_enter)
739 if(instance.gun2.vehicle_enter(instance, actor))
742 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
744 instance.angles_z *= 0.8;
745 instance.angles_x *= 0.8;
747 instance.nextthink = time;
753 entity e = instance.gunner1;
754 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
756 gettouch(instance)(instance, e);
762 entity e = instance.gunner2;
763 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
765 gettouch(instance)(instance, e);
770 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
772 CSQCModel_UnlinkEntity(instance);
775 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
776 instance.gun3.enemy.effects |= EF_NODRAW;
779 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
782 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
784 instance.vehicle_exit(instance, VHEF_EJECT);
786 fixedmakevectors(instance.angles);
787 vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
788 vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
789 vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
791 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
794 settouch(_body, bumblebee_dead_touch);
796 settouch(_body, func_null);
798 setthink(_body, bumblebee_diethink);
799 _body.nextthink = time;
800 _body.wait = time + 2 + (random() * 8);
801 _body.owner = instance;
802 _body.enemy = instance.enemy;
804 _body.angles = instance.angles;
806 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
809 instance.event_damage = func_null;
810 instance.solid = SOLID_NOT;
811 instance.takedamage = DAMAGE_NO;
812 instance.deadflag = DEAD_DYING;
813 set_movetype(instance, MOVETYPE_NONE);
814 instance.effects = EF_NODRAW;
815 instance.colormod = '0 0 0';
816 instance.avelocity = '0 0 0';
817 instance.velocity = '0 0 0';
818 settouch(instance, func_null);
819 instance.nextthink = 0;
821 setorigin(instance, instance.pos1);
823 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
827 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
828 instance.vehicle_shieldent = spawn();
829 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
830 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
831 setattachment(instance.vehicle_shieldent, instance, "");
832 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
833 instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
834 setthink(instance.vehicle_shieldent, shieldhit_think);
835 instance.vehicle_shieldent.alpha = -1;
836 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
838 instance.gun1 = new(vehicle_playerslot);
839 instance.gun2 = new(vehicle_playerslot);
840 instance.gun3 = new(bumblebee_raygun);
842 instance.vehicle_flags |= VHF_MULTISLOT;
844 instance.gun1.owner = instance;
845 instance.gun2.owner = instance;
846 instance.gun3.owner = instance;
848 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
849 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
850 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
852 setattachment(instance.gun1, instance, "cannon_right");
853 setattachment(instance.gun2, instance, "cannon_left");
855 // Angled bones are no fun, messes up gun-aim; so work arround it.
856 instance.gun3.pos1 = instance.angles;
857 instance.angles = '0 0 0';
858 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
859 ofs -= instance.origin;
860 setattachment(instance.gun3, instance, "");
861 setorigin(instance.gun3, ofs);
862 instance.angles = instance.gun3.pos1;
864 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
865 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
867 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
868 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
871 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
872 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
874 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
875 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
877 instance.scale = 1.5;
880 if(instance.gun3.enemy == NULL)
882 instance.gun3.enemy = spawn();
883 Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
884 instance.gun3.enemy.SendFlags = BRG_SETUP;
885 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
886 instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
890 if(!autocvar_g_vehicle_bumblebee_swim)
891 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
893 instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
894 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
895 instance.solid = SOLID_BBOX;
896 set_movetype(instance, MOVETYPE_TOSS);
897 instance.damageforcescale = 0.025;
899 instance.PlayerPhysplug = bumblebee_pilot_frame;
901 setorigin(instance, instance.origin + '0 0 25');
903 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
905 if(autocvar_g_vehicle_bumblebee_energy)
906 if(autocvar_g_vehicle_bumblebee_energy_regen)
907 instance.vehicle_flags |= VHF_ENERGYREGEN;
909 if(autocvar_g_vehicle_bumblebee_shield)
910 instance.vehicle_flags |= VHF_HASSHIELD;
912 if(autocvar_g_vehicle_bumblebee_shield_regen)
913 instance.vehicle_flags |= VHF_SHIELDREGEN;
915 if(autocvar_g_vehicle_bumblebee_health_regen)
916 instance.vehicle_flags |= VHF_HEALTHREGEN;
918 instance.vehicle_exit = bumblebee_exit;
919 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
920 instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
921 instance.max_health = instance.vehicle_health;
922 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
928 void CSQC_BUMBLE_GUN_HUD()
930 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
931 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
932 string_null, '0 0 0');
935 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
937 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
938 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
939 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
941 float hudAlpha = autocvar_hud_panel_fg_alpha;
942 float blinkValue = 0.55 + sin(time * 7) * 0.45;
943 vector tmpPos = '0 0 0';
944 vector tmpSize = '1 1 1' * hud_fontsize;
945 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
947 if(!AuxiliaryXhair[1].draw2d)
949 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
950 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
953 if(!AuxiliaryXhair[2].draw2d)
955 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
956 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
959 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
961 Vehicles_drawCrosshair(vCROSS_HEAL);
963 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
965 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
966 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
967 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2