X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fvehicle%2Fbumblebee.qc;h=c3c0861e95ef257187904119fc0a3938a0e604ac;hb=42e255d014f2c6a1871177ea511f630624cdfb57;hp=244b4e2f6126e7fbabf9ca5533b4e24405618332;hpb=cd141fba8a7c59fef4b0e98eee651943b18cd99d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/vehicles/vehicle/bumblebee.qc b/qcsrc/common/vehicles/vehicle/bumblebee.qc index 244b4e2f6..c3c0861e9 100644 --- a/qcsrc/common/vehicles/vehicle/bumblebee.qc +++ b/qcsrc/common/vehicles/vehicle/bumblebee.qc @@ -2,12 +2,14 @@ #define VEHICLE_BUMBLEBEE #include "bumblebee.qh" -#include "bumblebee_weapons.qc" +#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, ""); @@ -21,6 +23,10 @@ CLASS(Bumblebee, Vehicle) ENDCLASS(Bumblebee) REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee)); +#ifndef MENUQC + MODEL(VEH_BUMBLEBEE_GUNCOCKPIT, "models/vehicles/wakizashi_cockpit.dpm"); +#endif + #endif #ifdef IMPLEMENTATION @@ -29,81 +35,81 @@ const float BRG_SETUP = 2; const float BRG_START = 4; const float BRG_END = 8; -#include "bumblebee_weapons.qc" - #ifdef SVQC -float autocvar_g_vehicle_bumblebee_speed_forward; -float autocvar_g_vehicle_bumblebee_speed_strafe; -float autocvar_g_vehicle_bumblebee_speed_up; -float autocvar_g_vehicle_bumblebee_speed_down; -float autocvar_g_vehicle_bumblebee_turnspeed; -float autocvar_g_vehicle_bumblebee_pitchspeed; -float autocvar_g_vehicle_bumblebee_pitchlimit; -float autocvar_g_vehicle_bumblebee_friction; - -float autocvar_g_vehicle_bumblebee_energy; -float autocvar_g_vehicle_bumblebee_energy_regen; -float autocvar_g_vehicle_bumblebee_energy_regen_pause; - -float autocvar_g_vehicle_bumblebee_health; -float autocvar_g_vehicle_bumblebee_health_regen; -float autocvar_g_vehicle_bumblebee_health_regen_pause; - -float autocvar_g_vehicle_bumblebee_shield; -float autocvar_g_vehicle_bumblebee_shield_regen; -float autocvar_g_vehicle_bumblebee_shield_regen_pause; - -float autocvar_g_vehicle_bumblebee_cannon_ammo; -float autocvar_g_vehicle_bumblebee_cannon_ammo_regen; -float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause; +float autocvar_g_vehicle_bumblebee_respawntime = 60; + +float autocvar_g_vehicle_bumblebee_speed_forward = 350; +float autocvar_g_vehicle_bumblebee_speed_strafe = 350; +float autocvar_g_vehicle_bumblebee_speed_up = 350; +float autocvar_g_vehicle_bumblebee_speed_down = 350; +float autocvar_g_vehicle_bumblebee_turnspeed = 120; +float autocvar_g_vehicle_bumblebee_pitchspeed = 60; +float autocvar_g_vehicle_bumblebee_pitchlimit = 60; +float autocvar_g_vehicle_bumblebee_friction = 0.5; + +float autocvar_g_vehicle_bumblebee_energy = 500; +float autocvar_g_vehicle_bumblebee_energy_regen = 50; +float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1; + +float autocvar_g_vehicle_bumblebee_health = 1000; +float autocvar_g_vehicle_bumblebee_health_regen = 65; +float autocvar_g_vehicle_bumblebee_health_regen_pause = 10; + +float autocvar_g_vehicle_bumblebee_shield = 400; +float autocvar_g_vehicle_bumblebee_shield_regen = 150; +float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75; + +float autocvar_g_vehicle_bumblebee_cannon_ammo = 100; +float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100; +float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1; 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_cannon_turnspeed = 160; +float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60; +float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60; +float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20; +float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80; -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_turnspeed = 180; +float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20; +float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5; +float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35; -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; +bool autocvar_g_vehicle_bumblebee_raygun = false; +float autocvar_g_vehicle_bumblebee_raygun_range = 2048; +float autocvar_g_vehicle_bumblebee_raygun_dps = 250; +float autocvar_g_vehicle_bumblebee_raygun_aps = 100; +float autocvar_g_vehicle_bumblebee_raygun_fps = 100; -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_healgun_hps = 150; +float autocvar_g_vehicle_bumblebee_healgun_hmax = 100; +float autocvar_g_vehicle_bumblebee_healgun_aps = 75; +float autocvar_g_vehicle_bumblebee_healgun_amax = 100; +float autocvar_g_vehicle_bumblebee_healgun_sps = 100; +float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5; -float autocvar_g_vehicle_bumblebee_respawntime; +float autocvar_g_vehicle_bumblebee_blowup_radius = 500; +float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500; +float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100; +float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600; +vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200'; -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; -vector autocvar_g_vehicle_bumblebee_bouncepain; +bool autocvar_g_vehicle_bumblebee = true; -bool autocvar_g_vehicle_bumblebee = 0; +bool bumblebee_gunner_frame(entity this) +{ + entity vehic = this.vehicle.owner; + entity gun = this.vehicle; + return = true; -float bumblebee_gunner_frame() -{SELFPARAM(); - entity vehic = self.vehicle.owner; - entity gun = self.vehicle; - entity gunner = self; - setself(vehic); + // this isn't technically a vehicle (yet), let's not do frame functions on it (yet) + //vehicles_frame(gun, player); vehic.solid = SOLID_NOT; - //setorigin(gunner, vehic.origin); - gunner.velocity = vehic.velocity; + //setorigin(this, vehic.origin); + this.velocity = vehic.velocity; float _in, _out; vehic.angles_x *= -1; @@ -113,16 +119,16 @@ float bumblebee_gunner_frame() { _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); + setorigin(this, 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); + setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128); } - crosshair_trace(gunner); + crosshair_trace(this); vector _ct = trace_endpos; vector ad; @@ -134,9 +140,9 @@ float bumblebee_gunner_frame() if(trace_ent) if(trace_ent.movetype) if(trace_ent.takedamage) - if(!trace_ent.deadflag) + if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) { - if(DIFF_TEAM(trace_ent, gunner)) + if(DIFF_TEAM(trace_ent, this)) { gun.enemy = trace_ent; gun.lock_time = time + 5; @@ -155,13 +161,13 @@ float bumblebee_gunner_frame() ad = vf; - distance = vlen(ad - gunner.origin); + distance = vlen(ad - this.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); + UpdateAuxiliaryXhair(this, 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); @@ -172,36 +178,33 @@ float bumblebee_gunner_frame() 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(!forbidWeaponUse(gunner)) - if(gunner.BUTTON_ATCK) + if(!forbidWeaponUse(this)) + if(PHYS_INPUT_BUTTON_ATCK(this)) if(time > gun.attack_finished_single[0]) if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost) { gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost; - bumblebee_fire_cannon(gun, "fire", gunner); + bumblebee_fire_cannon(vehic, gun, "fire", this); gun.delay = time; gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire; } - VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee); + VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee); if(vehic.vehicle_flags & VHF_HASSHIELD) - VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee); + VEHICLE_UPDATE_PLAYER(this, vehic, 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); + UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.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)); + UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == 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; - - setself(gunner); - return 1; + PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; + this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; } vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player) @@ -209,11 +212,11 @@ vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity p //vector exitspot; float mysize; - tracebox(gunner.origin + '0 0 32', PL_MIN, PL_MAX, prefer_spot, MOVE_NORMAL, player); + tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return prefer_spot; - mysize = 1.5 * vlen(PL_MAX - PL_MIN); // can't use gunner's size, as they don't have a size + mysize = 1.5 * vlen(STAT(PL_MAX, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size float i; vector v, v2; v2 = 0.5 * (gunner.absmin + gunner.absmax); @@ -222,7 +225,7 @@ vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity p v = randomvec(); v_z = 0; v = v2 + normalize(v) * mysize; - tracebox(v2, PL_MIN, PL_MAX, v, MOVE_NORMAL, player); + tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return v; } @@ -249,7 +252,7 @@ void bumblebee_gunner_exit(int _exitflag) } CSQCVehicleSetup(player, HUD_NORMAL); - setsize(player, PL_MIN, PL_MAX); + setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL)); player.takedamage = DAMAGE_AIM; player.solid = SOLID_SLIDEBOX; @@ -257,11 +260,11 @@ void bumblebee_gunner_exit(int _exitflag) player.effects &= ~EF_NODRAW; player.alpha = 1; player.PlayerPhysplug = func_null; - player.view_ofs = PL_VIEW_OFS; + player.view_ofs = STAT(PL_VIEW_OFS, NULL); player.event_damage = PlayerDamage; player.hud = HUD_NORMAL; player.teleportable = TELEPORT_NORMAL; - player.switchweapon = gunner.switchweapon; + PS(player).m_switchweapon = gunner.m_switchweapon; player.vehicle_enter_delay = time + 2; fixedmakevectors(vehic.angles); @@ -286,16 +289,15 @@ void bumblebee_gunner_exit(int _exitflag) player.vehicle = world; } -bool bumblebee_gunner_enter() -{SELFPARAM(); - entity vehic = self; - entity player = other; +bool bumblebee_gunner_enter(entity this, entity player) +{ + entity vehic = this; entity gunner = world; if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2) { // we can have some fun - if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin)) + if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin)) { gunner = vehic.gun2; vehic.gunner2 = player; @@ -330,7 +332,7 @@ bool bumblebee_gunner_enter() RemoveGrapplingHook(player); - gunner.switchweapon = player.switchweapon; + gunner.m_switchweapon = PS(player).m_switchweapon; gunner.vehicle_exit = bumblebee_gunner_exit; gunner.vehicle_hudmodel.viewmodelforclient = player; @@ -359,7 +361,7 @@ bool vehicles_valid_pilot() return false; if((!IS_PLAYER(other)) - || (other.deadflag != DEAD_NO) + || (IS_DEAD(other)) || (other.vehicle) || (DIFF_TEAM(other, self)) ) { return false; } @@ -382,66 +384,60 @@ void bumblebee_touch() float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase); if(time >= other.vehicle_enter_delay && phase_time) - if(bumblebee_gunner_enter()) + if(bumblebee_gunner_enter(self, other)) return; } vehicles_touch(); } -void bumblebee_regen() -{SELFPARAM(); - 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); +void bumblebee_regen(entity this) +{ + if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) + this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo, + this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime); - 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); + if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) + this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo, + this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime); - 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(this.vehicle_flags & VHF_SHIELDREGEN) + 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, frametime, true); - 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(this.vehicle_flags & VHF_HEALTHREGEN) + 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, 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); + if(this.vehicle_flags & VHF_ENERGYREGEN) + 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, frametime, false); } -float bumblebee_pilot_frame() -{SELFPARAM(); - entity pilot, vehic; - vector newvel; +bool bumblebee_pilot_frame(entity this) +{ + entity vehic = this.vehicle; + return = true; if(intermission_running) { - self.vehicle.velocity = '0 0 0'; - self.vehicle.avelocity = '0 0 0'; - return 1; + vehic.velocity = '0 0 0'; + vehic.avelocity = '0 0 0'; + return; } - pilot = self; - vehic = self.vehicle; - setself(vehic); + vehicles_frame(vehic, this); - if(vehic.deadflag != DEAD_NO) + if(IS_DEAD(vehic)) { - setself(pilot); - pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0; - return 1; + PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; + return; } - bumblebee_regen(); - - crosshair_trace(pilot); + bumblebee_regen(vehic); - vector vang; - float ftmp; + crosshair_trace(this); - vang = vehic.angles; - newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32')); + vector vang = vehic.angles; + vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32')); vang.x *= -1; newvel.x *= -1; if(newvel.x > 180) newvel.x -= 360; @@ -449,16 +445,16 @@ float bumblebee_pilot_frame() 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); + float ftmp = shortangle_f(this.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) + if(this.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) + else if(this.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); @@ -472,19 +468,19 @@ float bumblebee_pilot_frame() makevectors('0 1 0' * vehic.angles.y); newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction; - if(pilot.movement.x != 0) + if(this.movement.x != 0) { - if(pilot.movement.x > 0) + if(this.movement.x > 0) newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward; - else if(pilot.movement.x < 0) + else if(this.movement.x < 0) newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward; } - if(pilot.movement.y != 0) + if(this.movement.y != 0) { - if(pilot.movement.y < 0) + if(this.movement.y < 0) newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe; - else if(pilot.movement.y > 0) + else if(this.movement.y > 0) newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe; ftmp = newvel * v_right; ftmp *= frametime * 0.1; @@ -497,28 +493,28 @@ float bumblebee_pilot_frame() vehic.angles_z = 0; } - if(pilot.BUTTON_CROUCH) + if(PHYS_INPUT_BUTTON_CROUCH(this)) newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down; - else if(pilot.BUTTON_JUMP) + else if(PHYS_INPUT_BUTTON_JUMP(this)) newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up; vehic.velocity += newvel * frametime; - pilot.velocity = pilot.movement = vehic.velocity; + this.velocity = this.movement = vehic.velocity; if(autocvar_g_vehicle_bumblebee_healgun_locktime) { - if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag) + if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy)) vehic.tur_head.enemy = world; if(trace_ent) if(trace_ent.movetype) if(trace_ent.takedamage) - if(!trace_ent.deadflag) + if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) { if(teamplay) { - if(trace_ent.team == pilot.team) + if(trace_ent.team == this.team) { vehic.tur_head.enemy = trace_ent; vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime; @@ -534,18 +530,18 @@ float bumblebee_pilot_frame() if(vehic.tur_head.enemy) { trace_endpos = real_origin(vehic.tur_head.enemy); - UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0); + UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0); } } - vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire", + vang = vehicle_aimturret(vehic, trace_endpos, vehic.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(!forbidWeaponUse(pilot)) - if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0)) + if(!forbidWeaponUse(this)) + if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (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.realowner = this; vehic.gun3.enemy.effects &= ~EF_NODRAW; vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire")); @@ -557,13 +553,13 @@ float bumblebee_pilot_frame() { if(autocvar_g_vehicle_bumblebee_raygun) { - Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime); + Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC.m_id, 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(!IS_DEAD(trace_ent)) + if((teamplay && trace_ent.team == this.team) || !teamplay) { if(trace_ent.vehicle_flags & VHF_ISVEHICLE) @@ -612,24 +608,21 @@ float bumblebee_pilot_frame() } */ - VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee); - VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee); + VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee); + VEHICLE_UPDATE_PLAYER(this, vehic, 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; + this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100; + this.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); + VEHICLE_UPDATE_PLAYER(this, vehic, 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; - setself(pilot); + setorigin(this, vehic.origin + v_up * 48 + v_forward * 160); - return 1; + PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } void bumblebee_land() @@ -659,7 +652,7 @@ void bumblebee_exit(float eject) self.touch = vehicles_touch; - if(self.deadflag == DEAD_NO) + if(!IS_DEAD(self)) { self.think = bumblebee_land; self.nextthink = time; @@ -672,7 +665,7 @@ void bumblebee_exit(float eject) fixedmakevectors(self.angles); vector spot; - if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5) + if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5)) spot = self.origin + v_up * 128 + v_forward * 300; else spot = self.origin + v_up * 128 - v_forward * 300; @@ -688,7 +681,7 @@ void bumblebee_exit(float eject) self.owner.velocity_z += 10; setorigin(self.owner, spot); - antilag_clear(self.owner); + antilag_clear(self.owner, CS(self.owner)); self.owner = world; } @@ -725,224 +718,226 @@ void bumblebee_diethink() spawnfunc(vehicle_bumblebee) { - if(!autocvar_g_vehicle_bumblebee) { remove(self); return; } - if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; } + if(!autocvar_g_vehicle_bumblebee) { remove(this); return; } + if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { remove(this); return; } } - METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh)) - { - if(autocvar_g_vehicle_bumblebee_bouncepain) - vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z); - } - METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh)) - { - SELFPARAM(); - self.touch = bumblebee_touch; - self.nextthink = 0; - self.movetype = MOVETYPE_BOUNCEMISSILE; - } - METHOD(Bumblebee, vr_think, void(Bumblebee thisveh)) - { - SELFPARAM(); - self.angles_z *= 0.8; - self.angles_x *= 0.8; - - self.nextthink = time; - - if(!self.owner) - { - entity oldself = self; - if(self.gunner1) - { - setself(self.gunner1); - oldself.gun1.vehicle_exit(VHEF_EJECT); - entity oldother = other; - other = self; - setself(oldself); - self.phase = 0; - self.touch(); - other = oldother; - return; - } - - if(self.gunner2) - { - setself(self.gunner2); - oldself.gun2.vehicle_exit(VHEF_EJECT); - entity oldother = other; - other = self; - setself(oldself); - self.phase = 0; - self.touch(); - other = oldother; - return; - } - } - } - METHOD(Bumblebee, vr_death, void(Bumblebee thisveh)) - { - SELFPARAM(); - entity oldself = self; - - CSQCModel_UnlinkEntity(self); - - // Hide beam - if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) - self.gun3.enemy.effects |= EF_NODRAW; - - if(self.gunner1) - { - setself(self.gunner1); - oldself.gun1.vehicle_exit(VHEF_EJECT); - setself(oldself); - } - - if(self.gunner2) - { - setself(self.gunner2); - oldself.gun2.vehicle_exit(VHEF_EJECT); - setself(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 = bumblebee_blowup; - else - _body.touch = func_null; - - _body.think = bumblebee_diethink; - _body.nextthink = time; - _body.wait = time + 2 + (random() * 8); - _body.owner = self; - _body.enemy = self.enemy; - _body.scale = 1.5; - _body.angles = self.angles; - - Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1); - - self.health = 0; - self.event_damage = func_null; - self.solid = SOLID_NOT; - 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); - } - METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh)) - { - SELFPARAM(); - if(!self.gun1) - { - // for some reason, autosizing of the shield 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, MDL_VEH_BUMBLEBEE_SHIELD); - 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 = new(vehicle_playerslot); - self.gun2 = new(vehicle_playerslot); - self.gun3 = new(bumblebee_raygun); - - self.vehicle_flags |= VHF_MULTISLOT; - - self.gun1.owner = self; - self.gun2.owner = self; - self.gun3.owner = self; - - setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT); - setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT); - setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER); - - 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", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); - vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); - - 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_TOSS; - self.damageforcescale = 0.025; - - self.PlayerPhysplug = bumblebee_pilot_frame; - - setorigin(self, self.origin + '0 0 25'); - } - METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh)) - { - SELFPARAM(); - if(autocvar_g_vehicle_bumblebee_energy) - if(autocvar_g_vehicle_bumblebee_energy_regen) - self.vehicle_flags |= VHF_ENERGYREGEN; +METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance)) +{ + if(autocvar_g_vehicle_bumblebee_bouncepain) + vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z); +} +METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance)) +{ + SELFPARAM(); + self.touch = bumblebee_touch; + self.nextthink = 0; + self.movetype = MOVETYPE_BOUNCEMISSILE; +} +METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance)) +{ + SELFPARAM(); + self.angles_z *= 0.8; + self.angles_x *= 0.8; + + self.nextthink = time; + + if(!self.owner) + { + entity oldself = self; + if(self.gunner1) + { + setself(self.gunner1); + oldself.gun1.vehicle_exit(VHEF_EJECT); + entity oldother = other; + other = self; + setself(oldself); + self.phase = 0; + self.touch(); + other = oldother; + return; + } + + if(self.gunner2) + { + setself(self.gunner2); + oldself.gun2.vehicle_exit(VHEF_EJECT); + entity oldother = other; + other = self; + setself(oldself); + self.phase = 0; + self.touch(); + other = oldother; + return; + } + } +} +METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance)) +{ + SELFPARAM(); + entity oldself = self; + setself(instance); + + CSQCModel_UnlinkEntity(self); + + // Hide beam + if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) + self.gun3.enemy.effects |= EF_NODRAW; + + if(self.gunner1) + { + setself(self.gunner1); + oldself.gun1.vehicle_exit(VHEF_EJECT); + setself(oldself); + } + + if(self.gunner2) + { + setself(self.gunner2); + oldself.gun2.vehicle_exit(VHEF_EJECT); + setself(oldself); + } + + self.vehicle_exit(VHEF_EJECT); + + fixedmakevectors(self.angles); + vehicle_tossgib(instance, self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200); + vehicle_tossgib(instance, self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200); + vehicle_tossgib(instance, self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300); + + entity _body = vehicle_tossgib(instance, self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100); + + if(random() > 0.5) + _body.touch = bumblebee_blowup; + else + _body.touch = func_null; + + _body.think = bumblebee_diethink; + _body.nextthink = time; + _body.wait = time + 2 + (random() * 8); + _body.owner = self; + _body.enemy = self.enemy; + _body.scale = 1.5; + _body.angles = self.angles; + + Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1); + + self.health = 0; + self.event_damage = func_null; + self.solid = SOLID_NOT; + 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); + + setself(oldself); +} +METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance)) +{ + SELFPARAM(); + if(!self.gun1) + { + // for some reason, autosizing of the shield 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, MDL_VEH_BUMBLEBEE_SHIELD); + 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 = new(vehicle_playerslot); + self.gun2 = new(vehicle_playerslot); + self.gun3 = new(bumblebee_raygun); + + self.vehicle_flags |= VHF_MULTISLOT; + + self.gun1.owner = self; + self.gun2.owner = self; + self.gun3.owner = self; + + setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT); + setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT); + setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER); + + 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, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); + vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter); + + 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_TOSS; + self.damageforcescale = 0.025; + + self.PlayerPhysplug = bumblebee_pilot_frame; + + setorigin(self, self.origin + '0 0 25'); +} +METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance)) +{ + if(autocvar_g_vehicle_bumblebee_energy) + if(autocvar_g_vehicle_bumblebee_energy_regen) + instance.vehicle_flags |= VHF_ENERGYREGEN; - if(autocvar_g_vehicle_bumblebee_shield) - self.vehicle_flags |= VHF_HASSHIELD; + if(autocvar_g_vehicle_bumblebee_shield) + instance.vehicle_flags |= VHF_HASSHIELD; - if(autocvar_g_vehicle_bumblebee_shield_regen) - self.vehicle_flags |= VHF_SHIELDREGEN; + if(autocvar_g_vehicle_bumblebee_shield_regen) + instance.vehicle_flags |= VHF_SHIELDREGEN; - if(autocvar_g_vehicle_bumblebee_health_regen) - self.vehicle_flags |= VHF_HEALTHREGEN; + if(autocvar_g_vehicle_bumblebee_health_regen) + instance.vehicle_flags |= VHF_HEALTHREGEN; - self.vehicle_exit = bumblebee_exit; - self.respawntime = autocvar_g_vehicle_bumblebee_respawntime; - self.vehicle_health = autocvar_g_vehicle_bumblebee_health; - self.max_health = self.vehicle_health; - self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; - } + instance.vehicle_exit = bumblebee_exit; + instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime; + instance.vehicle_health = autocvar_g_vehicle_bumblebee_health; + instance.max_health = instance.vehicle_health; + instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield; +} #endif // SVQC #ifdef CSQC @@ -954,40 +949,40 @@ void CSQC_BUMBLE_GUN_HUD() string_null, '0 0 0'); } - METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh)) - { - Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2", - "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, - "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color); - - float hudAlpha = autocvar_hud_panel_fg_alpha; - float blinkValue = 0.55 + sin(time * 7) * 0.45; - vector tmpPos = '0 0 0'; - vector tmpSize = '1 1 1' * hud_fontsize; - tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768); - - if(!AuxiliaryXhair[1].draw2d) - { - tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y; - drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL); - } - - if(!AuxiliaryXhair[2].draw2d) - { - tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256); - drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL); - } - } - METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh)) - { - Vehicles_drawCrosshair(vCROSS_HEAL); - } - METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh)) - { - AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked - AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1 - AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2 - } +METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh)) +{ + Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2", + "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color, + "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color); + + float hudAlpha = autocvar_hud_panel_fg_alpha; + float blinkValue = 0.55 + sin(time * 7) * 0.45; + vector tmpPos = '0 0 0'; + vector tmpSize = '1 1 1' * hud_fontsize; + tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768); + + if(!AuxiliaryXhair[1].draw2d) + { + tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y; + drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL); + } + + if(!AuxiliaryXhair[2].draw2d) + { + tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256); + drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL); + } +} +METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh)) +{ + Vehicles_drawCrosshair(vCROSS_HEAL); +} +METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance)) +{ + AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked + AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1 + AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2 +} #endif #endif