7 float autocvar_g_vehicle_bumblebee_speed_forward;
8 float autocvar_g_vehicle_bumblebee_speed_strafe;
9 float autocvar_g_vehicle_bumblebee_speed_up;
10 float autocvar_g_vehicle_bumblebee_speed_down;
11 float autocvar_g_vehicle_bumblebee_turnspeed;
12 float autocvar_g_vehicle_bumblebee_pitchspeed;
13 float autocvar_g_vehicle_bumblebee_pitchlimit;
14 float autocvar_g_vehicle_bumblebee_friction;
16 float autocvar_g_vehicle_bumblebee_energy;
17 float autocvar_g_vehicle_bumblebee_energy_regen;
18 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
20 float autocvar_g_vehicle_bumblebee_health;
21 float autocvar_g_vehicle_bumblebee_health_regen;
22 float autocvar_g_vehicle_bumblebee_health_regen_pause;
24 float autocvar_g_vehicle_bumblebee_shield;
25 float autocvar_g_vehicle_bumblebee_shield_regen;
26 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
28 float autocvar_g_vehicle_bumblebee_cannon_cost;
29 float autocvar_g_vehicle_bumblebee_cannon_damage;
30 float autocvar_g_vehicle_bumblebee_cannon_radius;
31 float autocvar_g_vehicle_bumblebee_cannon_refire;
32 float autocvar_g_vehicle_bumblebee_cannon_speed;
33 float autocvar_g_vehicle_bumblebee_cannon_spread;
34 float autocvar_g_vehicle_bumblebee_cannon_force;
36 float autocvar_g_vehicle_bumblebee_cannon_ammo;
37 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
38 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
40 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
42 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
43 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
44 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
45 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
46 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
49 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
50 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
51 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
52 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
54 float autocvar_g_vehicle_bumblebee_raygun_range;
55 float autocvar_g_vehicle_bumblebee_raygun_dps;
56 float autocvar_g_vehicle_bumblebee_raygun_aps;
57 float autocvar_g_vehicle_bumblebee_raygun_fps;
59 float autocvar_g_vehicle_bumblebee_raygun;
60 float autocvar_g_vehicle_bumblebee_healgun_hps;
61 float autocvar_g_vehicle_bumblebee_healgun_hmax;
62 float autocvar_g_vehicle_bumblebee_healgun_aps;
63 float autocvar_g_vehicle_bumblebee_healgun_amax;
64 float autocvar_g_vehicle_bumblebee_healgun_sps;
66 float autocvar_g_vehicle_bumblebee_respawntime;
68 float autocvar_g_vehicle_bumblebee_blowup_radius;
69 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
70 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
71 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
72 var vector autocvar_g_vehicle_bumblebee_bouncepain;
74 var float autocvar_g_vehicle_bumblebee = 0;
77 float bumble_raygun_send(entity to, float sf);
79 #define BUMB_MIN '-130 -130 -130'
80 #define BUMB_MAX '130 130 130'
82 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
84 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
85 vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
86 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
87 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
88 DEATH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
91 float bumb_gunner_frame()
93 entity vehic = self.vehicle.owner;
94 entity gun = self.vehicle;
98 vehic.solid = SOLID_NOT;
99 setorigin(gunner, vehic.origin);
100 gunner.velocity = vehic.velocity;
101 crosshair_trace(gunner);
102 vector _ct = trace_endpos;
105 float _in = ((gun == vehic.gun1) ? autocvar_g_vehicle_bumblebee_cannon_turnlimit_in : autocvar_g_vehicle_bumblebee_cannon_turnlimit_out);
106 float _out = ((gun == vehic.gun1) ? autocvar_g_vehicle_bumblebee_cannon_turnlimit_out : autocvar_g_vehicle_bumblebee_cannon_turnlimit_in);
108 if(autocvar_g_vehicle_bumblebee_cannon_lock)
110 if(gun.lock_time < time)
114 if(trace_ent.movetype)
115 if(trace_ent.takedamage)
116 if(!trace_ent.deadflag)
120 if(trace_ent.team != gunner.team)
122 gun.enemy = trace_ent;
123 gun.lock_time = time + 5;
128 gun.enemy = trace_ent;
129 gun.lock_time = time + 5;
136 float i, distance, impact_time;
138 vector vf = real_origin(gun.enemy);
139 vector _vel = gun.enemy.velocity;
140 if(gun.enemy.movetype == MOVETYPE_WALK)
145 for(i = 0; i < 4; ++i)
147 distance = vlen(ad - gunner.origin);
148 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
149 ad = vf + _vel * impact_time;
154 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
155 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
156 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
157 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
161 vehicle_aimturret(vehic, _ct, gun, "fire",
162 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
163 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
165 if(gunner.BUTTON_ATCK)
166 if(time > gun.attack_finished_single)
167 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
169 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
170 bumb_fire_cannon(gun, "fire", gunner);
172 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
175 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
177 if(vehic.vehicle_flags & VHF_HASSHIELD)
178 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
180 ad = gettaginfo(gun, gettagindex(gun, "fire"));
181 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
183 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
186 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
188 vehic.solid = SOLID_BBOX;
189 gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
190 gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
196 void bumb_gunner_exit(float _exitflag)
198 if(clienttype(self) == CLIENTTYPE_REAL)
201 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
202 WriteEntity(MSG_ONE, self);
204 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
205 WriteAngle(MSG_ONE, 0);
206 WriteAngle(MSG_ONE, self.vehicle.angles_y);
207 WriteAngle(MSG_ONE, 0);
210 CSQCVehicleSetup(self, HUD_NORMAL);
211 setsize(self, PL_MIN, PL_MAX);
213 self.takedamage = DAMAGE_AIM;
214 self.solid = SOLID_SLIDEBOX;
215 self.movetype = MOVETYPE_WALK;
216 self.effects &~= EF_NODRAW;
218 self.PlayerPhysplug = SUB_Null;
219 self.view_ofs = PL_VIEW_OFS;
220 self.event_damage = PlayerDamage;
221 self.hud = HUD_NORMAL;
222 self.switchweapon = self.vehicle.switchweapon;
226 self.flagcarried.scale = 0.6;
227 setattachment(self.flagcarried, self, "");
228 setorigin(self.flagcarried, FLAG_CARRY_POS);
231 self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
233 if(self == self.vehicle.owner.gunner1)
234 self.vehicle.owner.gunner1 = world;
235 else if(self == self.vehicle.owner.gunner2)
236 self.vehicle.owner.gunner2 = world;
238 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
240 self.vehicle.phase = time + 5;
241 self.vehicle = world;
244 float bumb_gunner_enter()
246 RemoveGrapplingHook(other);
247 entity _gun, _gunner;
251 _gunner = self.gunner1;
252 self.gunner1 = other;
254 else if(!self.gunner2)
257 _gunner = self.gunner2;
258 self.gunner2 = other;
262 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
267 _gunner.vehicle = _gun;
268 _gun.switchweapon = other.switchweapon;
269 _gun.vehicle_exit = bumb_gunner_exit;
271 other.angles = self.angles;
272 other.takedamage = DAMAGE_NO;
273 other.solid = SOLID_NOT;
274 other.movetype = MOVETYPE_NOCLIP;
276 other.event_damage = SUB_Null;
277 other.view_ofs = '0 0 0';
278 other.hud = _gun.hud;
279 other.PlayerPhysplug = _gun.PlayerPhysplug;
280 other.vehicle_ammo1 = self.vehicle_ammo1;
281 other.vehicle_ammo2 = self.vehicle_ammo2;
282 other.vehicle_reload1 = self.vehicle_reload1;
283 other.vehicle_reload2 = self.vehicle_reload2;
284 other.vehicle_energy = self.vehicle_energy;
285 other.PlayerPhysplug = bumb_gunner_frame;
286 other.flags &~= FL_ONGROUND;
289 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
290 WriteEntity(MSG_ONE, _gun.vehicle_viewport);
291 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
292 WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x); // tilt
293 WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y); // yaw
294 WriteAngle(MSG_ONE, 0); // roll
295 _gun.vehicle_hudmodel.viewmodelforclient = other;
297 CSQCVehicleSetup(other, other.hud);
299 if(other.flagcarried)
301 if(!autocvar_g_vehicles_allow_flagcarry)
302 DropFlag(other.flagcarried, world, world);
305 other.flagcarried.scale = 1;
306 setattachment(other.flagcarried, self, "");
307 setorigin(other.flagcarried, '0 0 1' * self.maxs_z);
314 float vehicles_valid_pilot()
316 if(other.classname != "player")
319 if(other.deadflag != DEAD_NO)
322 if(other.vehicle != world)
325 if(clienttype(other) != CLIENTTYPE_REAL)
326 if(!autocvar_g_vehicles_allow_bots)
329 if(teamplay && other.team != self.team)
338 if(self.gunner1 != world && self.gunner2 != world)
344 if(vehicles_valid_pilot())
346 if(self.gun1.phase <= time)
347 if(bumb_gunner_enter())
350 if(self.gun2.phase <= time)
351 if(bumb_gunner_enter())
360 if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
361 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
362 self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
364 if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
365 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
366 self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
368 if(self.vehicle_flags & VHF_SHIELDREGEN)
369 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);
371 if(self.vehicle_flags & VHF_HEALTHREGEN)
372 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);
374 if(self.vehicle_flags & VHF_ENERGYREGEN)
375 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);
379 float bumb_pilot_frame()
385 vehic = self.vehicle;
389 if(vehic.deadflag != DEAD_NO)
392 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
398 crosshair_trace(pilot);
404 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
407 if(newvel_x > 180) newvel_x -= 360;
408 if(newvel_x < -180) newvel_x += 360;
409 if(newvel_y > 180) newvel_y -= 360;
410 if(newvel_y < -180) newvel_y += 360;
412 ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
413 if(ftmp > 180) ftmp -= 360;
414 if(ftmp < -180) ftmp += 360;
415 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
419 if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = 5;
420 else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = -20;
422 newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
423 ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
424 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
426 vehic.angles_x = anglemods(vehic.angles_x);
427 vehic.angles_y = anglemods(vehic.angles_y);
428 vehic.angles_z = anglemods(vehic.angles_z);
430 makevectors('0 1 0' * vehic.angles_y);
431 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
433 if(pilot.movement_x != 0)
435 if(pilot.movement_x > 0)
436 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
437 else if(pilot.movement_x < 0)
438 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
441 if(pilot.movement_y != 0)
443 if(pilot.movement_y < 0)
444 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
445 else if(pilot.movement_y > 0)
446 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
447 ftmp = newvel * v_right;
448 ftmp *= frametime * 0.1;
449 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
453 vehic.angles_z *= 0.95;
454 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
458 if(pilot.BUTTON_CROUCH)
459 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
460 else if(pilot.BUTTON_JUMP)
461 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
463 vehic.velocity += newvel * frametime;
464 pilot.velocity = pilot.movement = vehic.velocity;
465 setorigin(pilot, vehic.origin + '0 0 32');
467 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
468 vehic.tur_head.enemy = world;
471 if(trace_ent.movetype)
472 if(trace_ent.takedamage)
473 if(!trace_ent.deadflag)
477 if(trace_ent.team == pilot.team)
479 vehic.tur_head.enemy = trace_ent;
480 vehic.tur_head.lock_time = time + 1;
485 vehic.tur_head.enemy = trace_ent;
486 vehic.tur_head.lock_time = time + 0.5;
490 if(vehic.tur_head.enemy)
492 trace_endpos = real_origin(vehic.tur_head.enemy);
493 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.5 0', 0);
496 vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
497 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
498 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
500 if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
502 vehic.gun3.enemy.realowner = pilot;
503 vehic.gun3.enemy.effects &~= EF_NODRAW;
504 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
506 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
510 if(autocvar_g_vehicle_bumblebee_raygun)
512 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);
513 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
517 if(trace_ent.deadflag == DEAD_NO)
518 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
521 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
523 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
524 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
526 if(autocvar_g_vehicle_bumblebee_healgun_hps)
527 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
529 else if(trace_ent.flags & FL_CLIENT)
531 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
532 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
534 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
535 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
537 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
539 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
541 if(trace_ent.health <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
542 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
543 //else ..hmmm what? ammo?
545 trace_ent.SendFlags |= TNSF_STATUS;
550 vehic.gun3.enemy.hook_end = trace_endpos;
551 setorigin(vehic.gun3.enemy, trace_endpos);
552 vehic.gun3.enemy.SendFlags |= BRG_START;
553 vehic.gun3.enemy.SendFlags |= BRG_END;
554 vehic.wait = time + 1;
557 vehic.gun3.enemy.effects |= EF_NODRAW;
560 remove(vehic.gun3.enemy);
562 vehic.gun3.enemy = world;
566 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
567 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
569 pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
570 pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
572 if(vehic.vehicle_flags & VHF_HASSHIELD)
573 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
576 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
584 self.velocity = self.velocity * 0.5;
585 self.nextthink = time + 0.1;
589 entity oldself = self;
593 oldself.gun1.vehicle_exit(VHEF_EJECT);
594 entity oldother = other;
606 oldself.gun2.vehicle_exit(VHEF_EJECT);
607 entity oldother = other;
620 self.touch = bumb_touch;
624 void bumb_exit(float eject)
628 self.touch = vehicles_touch;
629 self.think = bumb_think;
630 self.nextthink = time;
635 self.deadflag = DEAD_DEAD;
637 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
638 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
639 autocvar_g_vehicle_bumblebee_blowup_radius, self,
640 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
641 DEATH_WAKIBLOWUP, world);
643 self.movetype = MOVETYPE_NONE;
644 self.effects = EF_NODRAW;
645 self.colormod = '0 0 0';
646 self.avelocity = '0 0 0';
647 self.velocity = '0 0 0';
649 //entity vehicle_tossgib(entity _template, vector _vel, string _tag, float _burn, float _explode, float _maxtime)
650 fixedmakevectors(self.angles);
651 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 300);
652 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 300);
653 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
655 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
656 pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
658 setorigin(self, self.pos1);
659 self.touch = SUB_Null;
665 if(time >= self.wait)
666 self.think = bumb_blowup;
670 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
671 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
674 self.nextthink = time + 0.1;
679 entity oldself = self;
683 oldself.gun1.vehicle_exit(VHEF_EJECT);
690 oldself.gun2.vehicle_exit(VHEF_EJECT);
694 self.vehicle_exit(VHEF_EJECT);
697 self.event_damage = SUB_Null;
698 self.solid = SOLID_CORPSE;
699 self.takedamage = DAMAGE_NO;
700 self.deadflag = DEAD_DYING;
701 self.movetype = MOVETYPE_BOUNCE;
702 self.think = bumb_diethink;
703 self.nextthink = time;
704 self.wait = time + 2 + (random() * 8);
706 self.avelocity = '0 0.5 1' * (random() * 400);
707 self.avelocity -= '0 0.5 1' * (random() * 400);
709 self.colormod = '-0.5 -0.5 -0.5';
710 self.touch = bumb_blowup;
712 pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
717 if(autocvar_g_vehicle_bumblebee_bouncepain_x)
718 vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x,
719 autocvar_g_vehicle_bumblebee_bouncepain_y,
720 autocvar_g_vehicle_bumblebee_bouncepain_z);
723 void bumb_spawn(float _f)
727 for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
730 dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
735 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
736 self.vehicle_shieldent = spawn();
737 self.vehicle_shieldent.effects = EF_LOWPRECISION;
738 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
739 setattachment(self.vehicle_shieldent, self, "");
740 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
741 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
742 self.vehicle_shieldent.think = shieldhit_think;
743 self.vehicle_shieldent.alpha = -1;
744 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
750 self.vehicle_flags |= VHF_MULTISLOT;
752 self.gun1.owner = self;
753 self.gun2.owner = self;
754 self.gun3.owner = self;
756 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
757 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
758 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
760 setattachment(self.gun1, self, "cannon_right");
761 setattachment(self.gun2, self, "cannon_left");
763 // Angled bones are no fun, messes up gun-aim; so work arround it.
764 self.gun3.pos1 = self.angles;
765 self.angles = '0 0 0';
766 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
768 setattachment(self.gun3, self, "");
769 setorigin(self.gun3, ofs);
770 self.angles = self.gun3.pos1;
772 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
773 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
775 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
776 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
779 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
780 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
782 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
783 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
788 if(self.gun3.enemy == world)
790 self.gun3.enemy = spawn();
791 Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
792 self.gun3.enemy.SendFlags = BRG_SETUP;
793 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
794 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
798 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
799 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
800 self.solid = SOLID_BBOX;
801 self.movetype = MOVETYPE_BOUNCEMISSILE;
802 self.vehicle_impact = bumb_impact;
803 self.damageforcescale = 0.025;
805 setorigin(self, self.origin + '0 0 25');
808 void spawnfunc_vehicle_bumblebee()
810 if(!autocvar_g_vehicle_bumblebee)
816 precache_model("models/vehicles/bumblebee_body.dpm");
817 precache_model("models/vehicles/bumblebee_plasma_left.dpm");
818 precache_model("models/vehicles/bumblebee_plasma_right.dpm");
819 precache_model("models/vehicles/bumblebee_ray.dpm");
820 precache_model("models/vehicles/wakizashi_cockpit.dpm");
821 precache_model("models/vehicles/spiderbot_cockpit.dpm");
822 precache_model("models/vehicles/raptor_cockpit.dpm");
824 if(autocvar_g_vehicle_bumblebee_energy)
825 if(autocvar_g_vehicle_bumblebee_energy_regen)
826 self.vehicle_flags |= VHF_ENERGYREGEN;
828 if(autocvar_g_vehicle_bumblebee_shield)
829 self.vehicle_flags |= VHF_HASSHIELD;
831 if(autocvar_g_vehicle_bumblebee_shield_regen)
832 self.vehicle_flags |= VHF_SHIELDREGEN;
834 if(autocvar_g_vehicle_bumblebee_health_regen)
835 self.vehicle_flags |= VHF_HEALTHREGEN;
837 if not(vehicle_initialize(
838 "Bumblebee", "models/vehicles/bumblebee_body.dpm",
839 "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
840 HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
841 bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
842 bumb_pilot_frame, bumb_enter, bumb_exit,
843 bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
850 float bumble_raygun_send(entity to, float sf)
852 WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
854 WriteByte(MSG_ENTITY, sf);
857 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
858 WriteByte(MSG_ENTITY, self.realowner.team);
859 WriteByte(MSG_ENTITY, self.cnt);
864 WriteCoord(MSG_ENTITY, self.hook_start_x);
865 WriteCoord(MSG_ENTITY, self.hook_start_y);
866 WriteCoord(MSG_ENTITY, self.hook_start_z);
871 WriteCoord(MSG_ENTITY, self.hook_end_x);
872 WriteCoord(MSG_ENTITY, self.hook_end_y);
873 WriteCoord(MSG_ENTITY, self.hook_end_z);
887 void bumble_raygun_draw()
891 vector _vtmp1, _vtmp2;
893 _len = vlen(self.origin - self.move_origin);
894 _dir = normalize(self.move_origin - self.origin);
896 if(self.total_damages < time)
898 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
899 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
900 self.total_damages = time + 0.1;
904 for(i = -0.1; i < 0.2; i += 0.1)
906 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
907 sz = 5 + random() * 5;
908 al = 0.25 + random() * 0.5;
909 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
910 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //self.raygun_l1;
911 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
913 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
914 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //self.raygun_l2;
915 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
917 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
918 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //self.raygun_l3;
919 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
921 Draw_CylindricLine(_vtmp1, self.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
925 void bumble_raygun_read(float bIsNew)
927 float sf = ReadByte();
931 self.cnt = ReadByte();
932 self.team = ReadByte();
933 self.cnt = ReadByte();
936 self.colormod = '1 0 0';
938 self.colormod = '0 1 0';
940 self.traileffect = particleeffectnum("healray_muzzleflash");
941 self.lip = particleeffectnum("healray_impact");
943 self.draw = bumble_raygun_draw;
949 self.origin_x = ReadCoord();
950 self.origin_y = ReadCoord();
951 self.origin_z = ReadCoord();
952 setorigin(self, self.origin);
957 self.move_origin_x = ReadCoord();
958 self.move_origin_y = ReadCoord();
959 self.move_origin_z = ReadCoord();
963 void bumblebee_draw()
968 void bumblebee_draw2d()
973 void bumblebee_read_extra()
978 void vehicle_bumblebee_assemble()