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Add Read/WriteAngleVector macros to simplify the networking of angles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / vehicle / bumblebee.qc
1 #include "bumblebee.qh"
2
3 #ifdef GAMEQC
4
5 #ifdef SVQC
6         #include <common/mutators/mutator/instagib/sv_instagib.qh>
7 #endif
8
9 const float BRG_SETUP = 2;
10 const float BRG_START = 4;
11 const float BRG_END = 8;
12
13 #ifdef SVQC
14 float autocvar_g_vehicle_bumblebee_respawntime = 60;
15
16 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
17 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
18 float autocvar_g_vehicle_bumblebee_speed_up = 350;
19 float autocvar_g_vehicle_bumblebee_speed_down = 350;
20 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
21 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
22 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
23 float autocvar_g_vehicle_bumblebee_friction = 0.5;
24 bool autocvar_g_vehicle_bumblebee_swim = true;
25
26 float autocvar_g_vehicle_bumblebee_energy = 500;
27 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
28 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
29
30 float autocvar_g_vehicle_bumblebee_health = 1000;
31 float autocvar_g_vehicle_bumblebee_health_regen = 65;
32 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
33
34 float autocvar_g_vehicle_bumblebee_shield = 400;
35 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
36 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
37
38 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
39 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
40 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
41
42 float autocvar_g_vehicle_bumblebee_cannon_lock = 1;
43
44 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 260;
45 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
46 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
47 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
48 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
49
50
51 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
52 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
53 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
54 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
55
56 bool autocvar_g_vehicle_bumblebee_raygun = false;
57 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
58 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
59 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
60 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
61
62 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
63 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
64 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
65 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
66 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
67 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
68
69 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
70 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
71 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
72 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
73 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
74
75 bool autocvar_g_vehicle_bumblebee = true;
76
77 bool bumblebee_gunner_frame(entity this, float dt)
78 {
79         entity vehic = this.vehicle.owner;
80         entity gun = this.vehicle;
81         return = true;
82
83         // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
84         //vehicles_frame(gun, player);
85
86         vehic.solid = SOLID_NOT;
87         //setorigin(this, vehic.origin);
88         this.velocity = vehic.velocity;
89
90         float _in, _out;
91         vehic.angles_x *= -1;
92         makevectors(vehic.angles);
93         vehic.angles_x *= -1;
94         if(gun == vehic.gun1)
95         {
96                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
97                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
98                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
99         }
100         else
101         {
102                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
103                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
104                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
105         }
106         this.oldorigin = this.origin; // negate fall damage
107
108         crosshair_trace(this);
109         vector _ct = trace_endpos;
110         vector ad;
111
112         if(autocvar_g_vehicle_bumblebee_cannon_lock)
113         {
114                 if(gun.lock_time < time || IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy))
115                         gun.enemy = NULL;
116
117                 if(trace_ent)
118                 if(trace_ent.move_movetype)
119                 if(trace_ent.takedamage)
120                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
121                 {
122                         if(teamplay)
123                         {
124                                 if(DIFF_TEAM(trace_ent, this))
125                                 {
126                                         gun.enemy = trace_ent;
127                                         gun.lock_time = time + 2.5;
128                                 }
129                         }
130                         else
131                         {
132                                 gun.enemy = trace_ent;
133                                 gun.lock_time = time + 0.5;
134                         }
135                 }
136         }
137
138         if(gun.enemy)
139         {
140                 float distance, impact_time;
141
142                 vector vf = real_origin(gun.enemy);
143                 vector _vel = gun.enemy.velocity;
144                 if(gun.enemy.move_movetype == MOVETYPE_WALK)
145                         _vel.z *= 0.1;
146
147
148                 ad = vf;
149                 distance = vlen(ad - this.origin);
150                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
151                 ad = vf + _vel * impact_time;
152                 trace_endpos = ad;
153
154
155                 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
156                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
157                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
158                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
159
160         }
161         else
162                 vehicle_aimturret(vehic, _ct, gun, "fire",
163                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
164                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed, dt);
165
166         if(!weaponLocked(this) && !weaponUseForbidden(this))
167         if(PHYS_INPUT_BUTTON_ATCK(this))
168                 if(time > gun.attack_finished_single[0])
169                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
170                         {
171                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
172                                 bumblebee_fire_cannon(vehic, gun, "fire", this);
173                                 gun.delay = time;
174                                 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
175                         }
176
177         VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
178
179         if(vehic.vehicle_flags & VHF_HASSHIELD)
180                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
181
182         ad = gettaginfo(gun, gettagindex(gun, "fire"));
183         traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
184
185         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
186
187         if(vehic.owner)
188                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
189
190         vehic.solid = SOLID_BBOX;
191         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
192         this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
193 }
194
195 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
196 {
197         //vector exitspot;
198         float mysize;
199
200         tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
201         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
202                 return prefer_spot;
203
204         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
205         float i;
206         vector v, v2;
207         v2 = 0.5 * (gunner.absmin + gunner.absmax);
208         for(i = 0; i < 100; ++i)
209         {
210                 v = randomvec();
211                 v_z = 0;
212                 v = v2 + normalize(v) * mysize;
213                 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
214                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
215                         return v;
216         }
217
218         return prefer_spot; // this should be considered a fallback?!
219 }
220
221 void bumblebee_gunner_exit(entity this, int _exitflag)
222 {
223         entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
224         entity gunner = this;
225         entity vehic = gunner.owner;
226
227         if(IS_REAL_CLIENT(player))
228         {
229                 msg_entity = player;
230                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
231                 WriteEntity(MSG_ONE, player);
232
233                 // NOTE: engine networked
234                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
235                 WriteAngle(MSG_ONE, 0);
236                 WriteAngle(MSG_ONE, vehic.angles.y);
237                 WriteAngle(MSG_ONE, 0);
238         }
239
240         CSQCVehicleSetup(player, HUD_NORMAL);
241         setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
242
243         player.takedamage     = DAMAGE_AIM;
244         player.solid          = SOLID_SLIDEBOX;
245         set_movetype(player, MOVETYPE_WALK);
246         player.effects       &= ~EF_NODRAW;
247         player.alpha          = 1;
248         player.PlayerPhysplug = func_null;
249         player.view_ofs       = STAT(PL_VIEW_OFS, player);
250         player.event_damage   = PlayerDamage;
251         STAT(HUD, player)     = HUD_NORMAL;
252         player.teleportable       = TELEPORT_NORMAL;
253         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
254         {
255                 .entity weaponentity = weaponentities[slot];
256                 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
257                 delete(gunner.(weaponentity));
258         }
259         player.vehicle_enter_delay = time + 2;
260
261         fixedmakevectors(vehic.angles);
262
263         if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
264         if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
265
266         vector spot = real_origin(gunner);
267         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
268         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
269
270         // TODO: figure a way to move player out of the gunner
271
272         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
273         player.velocity_z += 10;
274
275         gunner.phase = time + 5;
276         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
277
278         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
279
280         player.vehicle = NULL;
281 }
282
283 bool bumblebee_gunner_enter(entity this, entity player)
284 {
285         entity vehic = this;
286         entity gunner = NULL;
287
288         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
289         {
290                 // we can have some fun
291                 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
292                 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
293                 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
294                 {
295                         gunner = vehic.gun1;
296                         vehic.gunner1 = player;
297                 }
298                 else
299                 {
300                         gunner = vehic.gun2;
301                         vehic.gunner2 = player;
302                 }
303         }
304         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
305         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
306         else { LOG_TRACE("Vehicle is full, fail"); return false; }
307
308         player.vehicle                  = gunner;
309         player.angles                   = vehic.angles;
310         player.takedamage               = DAMAGE_NO;
311         player.solid                    = SOLID_NOT;
312         player.alpha                    = -1;
313         set_movetype(player, MOVETYPE_NOCLIP);
314         player.event_damage     = func_null;
315         player.view_ofs                 = '0 0 0';
316         STAT(HUD, player)               = STAT(HUD, gunner);
317         player.teleportable     = false;
318         player.PlayerPhysplug   = gunner.PlayerPhysplug;
319         player.vehicle_ammo1    = vehic.vehicle_ammo1;
320         player.vehicle_ammo2    = vehic.vehicle_ammo2;
321         player.vehicle_reload1  = vehic.vehicle_reload1;
322         player.vehicle_reload2  = vehic.vehicle_reload2;
323         player.vehicle_energy   = vehic.vehicle_energy;
324         UNSET_ONGROUND(player);
325
326         RemoveGrapplingHooks(player);
327
328         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
329         {
330                 .entity weaponentity = weaponentities[slot];
331
332                 gunner.(weaponentity) = new(temp_wepent);
333                 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
334         }
335         gunner.vehicle_exit = bumblebee_gunner_exit;
336         gunner.vehicle_hudmodel.viewmodelforclient = player;
337
338         if(IS_REAL_CLIENT(player))
339         {
340                 msg_entity = player;
341                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
342                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
343
344                 // NOTE: engine networked
345                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
346                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
347                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
348                 WriteAngle(MSG_ONE,     0); // roll
349         }
350
351         CSQCVehicleSetup(player, STAT(HUD, player));
352
353         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
354
355         return true;
356 }
357
358 bool vehicles_valid_pilot(entity this, entity toucher)
359 {
360         if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
361                 return false;
362
363         if((!IS_PLAYER(toucher))
364         || (IS_DEAD(toucher))
365         || (toucher.vehicle)
366         || (DIFF_TEAM(toucher, this))
367         ) { return false; }
368
369         return true;
370 }
371
372 void bumblebee_touch(entity this, entity toucher)
373 {
374         if(autocvar_g_vehicles_enter) { return; }
375
376         if(this.gunner1 != NULL && this.gunner2 != NULL)
377         {
378                 vehicles_touch(this, toucher);
379                 return;
380         }
381
382         if(vehicles_valid_pilot(this, toucher))
383         {
384                 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
385
386                 if(time >= toucher.vehicle_enter_delay && phase_time)
387                 if(bumblebee_gunner_enter(this, toucher))
388                         return;
389         }
390
391         vehicles_touch(this, toucher);
392 }
393
394 void bumblebee_regen(entity this, float dt)
395 {
396         if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
397                 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
398                                                                            this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
399
400         if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
401                 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
402                                                                            this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
403
404         if(this.vehicle_flags  & VHF_SHIELDREGEN)
405                 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);
406
407         if(this.vehicle_flags  & VHF_HEALTHREGEN)
408                 vehicles_regen_resource(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, dt, false, RES_HEALTH);
409
410         if(this.vehicle_flags  & VHF_ENERGYREGEN)
411                 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);
412
413 }
414
415 bool bumblebee_pilot_frame(entity this, float dt)
416 {
417         entity vehic = this.vehicle;
418         return = true;
419
420         if(game_stopped)
421         {
422                 vehic.solid = SOLID_NOT;
423                 vehic.takedamage = DAMAGE_NO;
424                 set_movetype(vehic, MOVETYPE_NONE);
425                 return;
426         }
427
428         vehicles_frame(vehic, this);
429
430         if(IS_DEAD(vehic))
431         {
432                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
433                 return;
434         }
435
436         bumblebee_regen(vehic, dt);
437
438         crosshair_trace(this);
439
440         vector vang = vehic.angles;
441         vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
442         vang.x *= -1;
443         newvel.x *= -1;
444         if(newvel.x > 180)  newvel.x -= 360;
445         if(newvel.x < -180) newvel.x += 360;
446         if(newvel.y > 180)  newvel.y -= 360;
447         if(newvel.y < -180) newvel.y += 360;
448
449         float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
450         if(ftmp > 180)  ftmp -= 360;
451         if(ftmp < -180) ftmp += 360;
452         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
453
454         // Pitch
455         ftmp = 0;
456         if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
457                 ftmp = 4;
458         else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
459                 ftmp = -8;
460
461         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
462         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
463         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
464
465         vehic.angles_x = anglemods(vehic.angles.x);
466         vehic.angles_y = anglemods(vehic.angles.y);
467         vehic.angles_z = anglemods(vehic.angles.z);
468
469         makevectors('0 1 0' * vehic.angles.y);
470         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
471
472         if(CS(this).movement.x != 0)
473         {
474                 if(CS(this).movement.x > 0)
475                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
476                 else if(CS(this).movement.x < 0)
477                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
478         }
479
480         if(CS(this).movement.y != 0)
481         {
482                 if(CS(this).movement.y < 0)
483                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
484                 else if(CS(this).movement.y > 0)
485                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
486                 ftmp = newvel * v_right;
487                 ftmp *= dt * 0.1;
488                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
489         }
490         else
491         {
492                 vehic.angles_z *= 0.95;
493                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
494                         vehic.angles_z = 0;
495         }
496
497         if(PHYS_INPUT_BUTTON_CROUCH(this))
498                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
499         else if(PHYS_INPUT_BUTTON_JUMP(this))
500                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
501
502         vehic.velocity  += newvel * dt;
503         this.velocity = CS(this).movement  = vehic.velocity;
504
505
506         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
507         {
508                 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
509                         vehic.tur_head.enemy = NULL;
510
511                 if(trace_ent)
512                 if(trace_ent.move_movetype)
513                 if(trace_ent.takedamage)
514                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
515                 {
516                         if(teamplay)
517                         {
518                                 if(trace_ent.team == this.team)
519                                 {
520                                         vehic.tur_head.enemy = trace_ent;
521                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
522                                 }
523                         }
524                         else
525                         {
526                                 vehic.tur_head.enemy = trace_ent;
527                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
528                         }
529                 }
530
531                 if(vehic.tur_head.enemy)
532                 {
533                         trace_endpos = real_origin(vehic.tur_head.enemy);
534                         UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
535                 }
536         }
537
538         vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
539                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
540                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed, dt);
541
542         if(!weaponLocked(this) && !weaponUseForbidden(this))
543         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))
544         {
545                 vehic.gun3.enemy.realowner = this;
546                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
547
548                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
549                 vehic.gun3.enemy.SendFlags |= BRG_START;
550
551                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
552
553                 if(trace_ent)
554                 {
555                         if(autocvar_g_vehicle_bumblebee_raygun)
556                         {
557                                 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, DMG_NOWEP, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
558                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
559                         }
560                         else
561                         {
562                                 if(!IS_DEAD(trace_ent))
563                                 {
564                                         if((teamplay && trace_ent.team == this.team) || !teamplay)
565                                         {
566                                                 if(autocvar_g_vehicle_bumblebee_healgun_hps)
567                                                 {
568                                                         float hplimit = ((IS_PLAYER(trace_ent)) ? autocvar_g_vehicle_bumblebee_healgun_hmax : RES_LIMIT_NONE);
569                                                         Heal(trace_ent, this, autocvar_g_vehicle_bumblebee_healgun_hps * dt, hplimit);
570                                                 }
571
572                                                 if(IS_VEHICLE(trace_ent))
573                                                 {
574                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && GetResource(trace_ent, RES_HEALTH) <= trace_ent.max_health)
575                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
576                                                 }
577                                                 else if(IS_CLIENT(trace_ent))
578                                                 {
579                                                         float maxarmor = ((MUTATOR_IS_ENABLED(mutator_instagib)) ? autocvar_g_instagib_extralives : autocvar_g_vehicle_bumblebee_healgun_amax);
580                                                         if(GetResource(trace_ent, RES_ARMOR) <= maxarmor && autocvar_g_vehicle_bumblebee_healgun_aps)
581                                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, autocvar_g_vehicle_bumblebee_healgun_aps * dt, maxarmor);
582                                                 }
583                                         }
584                                 }
585                         }
586                 }
587
588                 vehic.gun3.enemy.hook_end = trace_endpos;
589                 setorigin(vehic.gun3.enemy, trace_endpos);
590                 vehic.gun3.enemy.SendFlags |= BRG_END;
591
592                 vehic.wait = time + 1;
593         }
594         else
595                 vehic.gun3.enemy.effects |= EF_NODRAW;
596         /*{
597                 if(vehic.gun3.enemy)
598                         remove(vehic.gun3.enemy);
599
600                 vehic.gun3.enemy = NULL;
601         }
602         */
603
604         VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
605         VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
606
607         this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
608         this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
609
610         if(vehic.vehicle_flags & VHF_HASSHIELD)
611                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
612
613         vehic.angles_x *= -1;
614         makevectors(vehic.angles);
615         vehic.angles_x *= -1;
616         setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
617         this.oldorigin = this.origin; // negate fall damage
618
619         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
620 }
621
622 void bumblebee_land(entity this)
623 {
624         float hgt;
625
626         hgt = vehicle_altitude(this, 512);
627         this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
628         this.angles_x *= 0.95;
629         this.angles_z *= 0.95;
630
631         if(hgt < 16)
632                 setthink(this, vehicles_think);
633
634         this.nextthink = time;
635
636         CSQCMODEL_AUTOUPDATE(this);
637 }
638
639 void bumblebee_exit(entity this, int eject)
640 {
641         if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
642         {
643                 bumblebee_gunner_exit(this, eject);
644                 return;
645         }
646
647         settouch(this, vehicles_touch);
648
649         if(!IS_DEAD(this))
650         {
651                 setthink(this, bumblebee_land);
652                 this.nextthink  = time;
653         }
654
655         set_movetype(this, MOVETYPE_TOSS);
656
657         if(!this.owner)
658                 return;
659
660         fixedmakevectors(this.angles);
661         vector spot;
662         if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
663                 spot = this.origin + v_up * 128 + v_forward * 300;
664         else
665                 spot = this.origin + v_up * 128 - v_forward * 300;
666
667         spot = vehicles_findgoodexit(this, this.owner, spot);
668
669         // Hide beam
670         if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
671                 this.gun3.enemy.effects |= EF_NODRAW;
672
673         this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
674         this.owner.velocity_z += 10;
675         setorigin(this.owner, spot);
676
677         antilag_clear(this.owner, CS(this.owner));
678         this.owner = NULL;
679 }
680
681 void bumblebee_blowup(entity this)
682 {
683         RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
684                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
685                                  autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
686                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
687                                  DEATH_VH_BUMB_DEATH.m_id, DMG_NOWEP, NULL);
688
689         sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
690         Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
691
692         if(this.owner.deadflag == DEAD_DYING)
693                 this.owner.deadflag = DEAD_DEAD;
694
695         delete(this);
696 }
697
698 void bumblebee_dead_touch(entity this, entity toucher)
699 {
700         bumblebee_blowup(this);
701 }
702
703 void bumblebee_diethink(entity this)
704 {
705         if(time >= this.wait)
706                 setthink(this, bumblebee_blowup);
707
708         if(random() < 0.1)
709         {
710                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
711                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
712         }
713
714         this.nextthink = time + 0.1;
715 }
716
717 spawnfunc(vehicle_bumblebee)
718 {
719         if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
720         if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
721 }
722
723 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
724 {
725     if(autocvar_g_vehicle_bumblebee_bouncepain)
726         vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
727 }
728 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
729 {
730     settouch(instance, bumblebee_touch);
731     instance.nextthink = 0;
732     set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
733 }
734 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
735 {
736         if(!instance.gunner1)
737         if(time >= instance.gun1.phase)
738         if(instance.gun1.vehicle_enter)
739         if(instance.gun1.vehicle_enter(instance, actor))
740                 return;
741
742         if(!instance.gunner2)
743         if(time >= instance.gun2.phase)
744         if(instance.gun2.vehicle_enter)
745         if(instance.gun2.vehicle_enter(instance, actor))
746                 return;
747 }
748 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
749 {
750     instance.angles_z *= 0.8;
751     instance.angles_x *= 0.8;
752
753     instance.nextthink = time;
754
755     if(!instance.owner)
756     {
757         if(instance.gunner1)
758         {
759                 entity e = instance.gunner1;
760                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
761                 instance.phase = 0;
762                 gettouch(instance)(instance, e);
763                 return;
764         }
765
766         if(instance.gunner2)
767         {
768                 entity e = instance.gunner2;
769                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
770                 instance.phase = 0;
771                 gettouch(instance)(instance, e);
772             return;
773         }
774     }
775 }
776 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
777 {
778         CSQCModel_UnlinkEntity(instance);
779
780         // hide beam
781         if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
782                 instance.gun3.enemy.effects |= EF_NODRAW;
783
784         if(instance.gunner1)
785                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
786
787         if(instance.gunner2)
788                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
789
790         instance.vehicle_exit(instance, VHEF_EJECT);
791
792     fixedmakevectors(instance.angles);
793     vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
794     vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
795     vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
796
797     entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
798
799     if(random() > 0.5)
800         settouch(_body, bumblebee_dead_touch);
801     else
802         settouch(_body, func_null);
803
804     setthink(_body, bumblebee_diethink);
805     _body.nextthink = time;
806     _body.wait = time + 2 + (random() * 8);
807     _body.owner = instance;
808     _body.enemy = instance.enemy;
809     _body.scale = 1.5;
810     _body.angles = instance.angles;
811
812     Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
813
814     SetResourceExplicit(instance, RES_HEALTH, 0);
815     instance.event_damage       = func_null;
816     instance.solid                      = SOLID_NOT;
817     instance.takedamage         = DAMAGE_NO;
818     instance.deadflag           = DEAD_DYING;
819     set_movetype(instance, MOVETYPE_NONE);
820     instance.effects            = EF_NODRAW;
821     instance.colormod           = '0 0 0';
822     instance.avelocity          = '0 0 0';
823     instance.velocity           = '0 0 0';
824     settouch(instance, func_null);
825     instance.nextthink          = 0;
826
827     setorigin(instance, instance.pos1);
828 }
829 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
830 {
831     if(!instance.gun1)
832     {
833         // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
834         instance.vehicle_shieldent = spawn();
835         instance.vehicle_shieldent.effects = EF_LOWPRECISION;
836         setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
837         setattachment(instance.vehicle_shieldent, instance, "");
838         setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
839         instance.vehicle_shieldent.scale       = 512 / vlen(instance.maxs - instance.mins);
840         setthink(instance.vehicle_shieldent, shieldhit_think);
841         instance.vehicle_shieldent.alpha = -1;
842         instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
843
844         instance.gun1 = new(vehicle_playerslot);
845         instance.gun2 = new(vehicle_playerslot);
846         instance.gun3 = new(bumblebee_raygun);
847
848         instance.vehicle_flags |= VHF_MULTISLOT;
849
850         instance.gun1.owner = instance;
851         instance.gun2.owner = instance;
852         instance.gun3.owner = instance;
853
854         setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
855         setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
856         setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
857
858         setattachment(instance.gun1, instance, "cannon_right");
859         setattachment(instance.gun2, instance, "cannon_left");
860
861         // Angled bones are no fun, messes up gun-aim; so work arround it.
862         instance.gun3.pos1 = instance.angles;
863         instance.angles = '0 0 0';
864         vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
865         ofs -= instance.origin;
866         setattachment(instance.gun3, instance, "");
867         setorigin(instance.gun3, ofs);
868         instance.angles = instance.gun3.pos1;
869
870         vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
871         vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
872
873         setorigin(instance.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
874         setorigin(instance.vehicle_viewport, '5 0 2');    // Move camera forward up
875
876         //fixme-model-bones
877         setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
878         setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
879         //fixme-model-bones
880         setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
881         setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
882
883         instance.scale = 1.5;
884
885         // Raygun beam
886         if(instance.gun3.enemy == NULL)
887         {
888             instance.gun3.enemy = spawn();
889             Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
890             instance.gun3.enemy.SendFlags = BRG_SETUP;
891             instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
892             instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
893         }
894     }
895
896     if(!autocvar_g_vehicle_bumblebee_swim)
897         instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
898
899     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
900     instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
901     instance.solid = SOLID_BBOX;
902     set_movetype(instance, MOVETYPE_TOSS);
903     instance.damageforcescale = 0.025;
904
905     instance.PlayerPhysplug = bumblebee_pilot_frame;
906
907     setorigin(instance, instance.origin + '0 0 25');
908 }
909 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
910 {
911     if(autocvar_g_vehicle_bumblebee_energy)
912     if(autocvar_g_vehicle_bumblebee_energy_regen)
913         instance.vehicle_flags |= VHF_ENERGYREGEN;
914
915     if(autocvar_g_vehicle_bumblebee_shield)
916         instance.vehicle_flags |= VHF_HASSHIELD;
917
918     if(autocvar_g_vehicle_bumblebee_shield_regen)
919         instance.vehicle_flags |= VHF_SHIELDREGEN;
920
921     if(autocvar_g_vehicle_bumblebee_health_regen)
922         instance.vehicle_flags |= VHF_HEALTHREGEN;
923
924     instance.vehicle_exit = bumblebee_exit;
925     instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
926     SetResourceExplicit(instance, RES_HEALTH, autocvar_g_vehicle_bumblebee_health);
927     instance.max_health = GetResource(instance, RES_HEALTH);
928     instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
929 }
930
931 #endif // SVQC
932 #ifdef CSQC
933
934 void CSQC_BUMBLE_GUN_HUD()
935 {
936         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
937                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
938                                          string_null, '0 0 0');
939 }
940
941 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
942 {
943     Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
944                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
945                      "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
946
947     float hudAlpha = autocvar_hud_panel_fg_alpha;
948     float blinkValue = 0.55 + sin(time * 7) * 0.45;
949     vector tmpPos  = '0 0 0';
950     vector tmpSize = hud_fontsize;
951     tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
952
953     if(!AuxiliaryXhair[1].draw2d)
954     {
955         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
956         drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
957     }
958
959     if(!AuxiliaryXhair[2].draw2d)
960     {
961         tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
962         drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
963     }
964 }
965 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
966 {
967     Vehicles_drawCrosshair(vCROSS_HEAL);
968 }
969 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
970 {
971     AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
972     AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
973     AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
974 }
975
976 #endif
977
978 #endif