-#ifndef VEHICLE_BUMBLEBEE
-#define VEHICLE_BUMBLEBEE
#include "bumblebee.qh"
-#include "bumblebee_weapons.qh"
-
-CLASS(Bumblebee, Vehicle)
-/* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE);
-/* mins */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130');
-/* maxs */ ATTRIB(Bumblebee, maxs, vector, '230 130 130');
-/* view offset*/ ATTRIB(Bumblebee, view_ofs, vector, '0 0 300');
-/* view dist */ ATTRIB(Bumblebee, height, float, 450);
-/* model */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
-/* model */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
-/* head_model */ ATTRIB(Bumblebee, head_model, string, "");
-/* hud_model */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
-/* tags */ ATTRIB(Bumblebee, tag_head, string, "");
-/* tags */ ATTRIB(Bumblebee, tag_hud, string, "");
-/* tags */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport");
-/* netname */ ATTRIB(Bumblebee, netname, string, "bumblebee");
-/* fullname */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee"));
-/* icon */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble");
-ENDCLASS(Bumblebee)
-REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
-
-#ifndef MENUQC
- MODEL(VEH_BUMBLEBEE_GUNCOCKPIT, "models/vehicles/wakizashi_cockpit.dpm");
-#endif
-
-#endif
-
#ifdef IMPLEMENTATION
const float BRG_SETUP = 2;
VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
ad = gettaginfo(gun, gettagindex(gun, "fire"));
- traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
+ traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
}
else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
- else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
+ else { LOG_TRACE("Vehicle is full, fail"); return false; }
player.vehicle = gunner;
player.angles = vehic.angles;
if(intermission_running)
{
- vehic.velocity = '0 0 0';
- vehic.avelocity = '0 0 0';
+ vehic.solid = SOLID_NOT;
+ vehic.takedamage = DAMAGE_NO;
+ set_movetype(vehic, MOVETYPE_NONE);
return;
}