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Merge remote-tracking branch 'origin/mrbougo/killspree_bugfix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / bumblebee.qc
1 #define BRG_SETUP 2
2 #define BRG_START 4
3 #define BRG_END 8
4
5 #ifdef SVQC
6 // Auto cvars
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;
15
16 float autocvar_g_vehicle_bumblebee_energy;
17 float autocvar_g_vehicle_bumblebee_energy_regen;
18 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
19
20 float autocvar_g_vehicle_bumblebee_health;
21 float autocvar_g_vehicle_bumblebee_health_regen;
22 float autocvar_g_vehicle_bumblebee_health_regen_pause;
23
24 float autocvar_g_vehicle_bumblebee_shield;
25 float autocvar_g_vehicle_bumblebee_shield_regen;
26 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
27
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;
35
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;
39
40 var float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
41
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;
47
48
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;
53
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;
58
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;
65 float autocvar_g_vehicle_bumblebee_healgun_locktime;
66
67 float autocvar_g_vehicle_bumblebee_respawntime;
68
69 float autocvar_g_vehicle_bumblebee_blowup_radius;
70 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
71 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
72 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
73 var vector autocvar_g_vehicle_bumblebee_bouncepain;
74
75 var float autocvar_g_vehicle_bumblebee = 0;
76
77
78 float bumble_raygun_send(entity to, float sf);
79
80 #define BUMB_MIN '-130 -130 -130'
81 #define BUMB_MAX '130 130 130'
82
83 void bumb_fire_cannon(entity _gun, string _tagname, entity _owner)
84 {
85         vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
86         vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
87                                                 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
88                                                 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force,  0,
89                                                 DEATH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
90 }
91
92 float bumb_gunner_frame()
93 {
94         entity vehic    = self.vehicle.owner;
95         entity gun      = self.vehicle;
96         entity gunner   = self;
97         self = vehic;
98
99
100         
101         
102         vehic.solid = SOLID_NOT;
103         //setorigin(gunner, vehic.origin);
104         gunner.velocity = vehic.velocity;
105         
106         float _in, _out;
107         vehic.angles_x *= -1;
108         makevectors(vehic.angles);
109         vehic.angles_x *= -1;
110         if((gun == vehic.gun1))
111         {
112                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
113                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
114                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
115         }
116         else
117         {
118                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
119                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
120                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);                
121         }
122         
123         crosshair_trace(gunner);
124         vector _ct = trace_endpos;
125         vector ad;
126
127         if(autocvar_g_vehicle_bumblebee_cannon_lock)
128         {
129                 if(gun.lock_time < time)
130                         gun.enemy = world;
131
132                 if(trace_ent)
133                         if(trace_ent.movetype)
134                                 if(trace_ent.takedamage)
135                                         if(!trace_ent.deadflag)
136                                         {
137                                                 if(teamplay)
138                                                 {
139                                                         if(trace_ent.team != gunner.team)
140                                                         {
141                                                                 gun.enemy = trace_ent;
142                                                                 gun.lock_time = time + 5;
143                                                         }
144                                                 }
145                                                 else
146                                                 {
147                                                         gun.enemy = trace_ent;
148                                                         gun.lock_time = time + 5;
149                                                 }
150                                         }
151         }
152
153         if(gun.enemy)
154         {
155                 float i, distance, impact_time;
156
157                 vector vf = real_origin(gun.enemy);
158                 vector _vel = gun.enemy.velocity;
159                 if(gun.enemy.movetype == MOVETYPE_WALK)
160                         _vel_z *= 0.1;
161
162
163                 ad = vf;
164                 for(i = 0; i < 4; ++i)
165                 {
166                         distance = vlen(ad - gunner.origin);
167                         impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
168                         ad = vf + _vel * impact_time;
169                 }
170                 trace_endpos = ad;
171
172
173                 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
174                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
175                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
176                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
177
178         }
179         else
180                 vehicle_aimturret(vehic, _ct, gun, "fire",
181                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
182                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
183
184         if(gunner.BUTTON_ATCK)
185                 if(time > gun.attack_finished_single)
186                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
187                         {
188                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
189                                 bumb_fire_cannon(gun, "fire", gunner);
190                                 gun.delay = time;
191                                 gun.attack_finished_single = time + autocvar_g_vehicle_bumblebee_cannon_refire;
192                         }
193
194         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
195
196         if(vehic.vehicle_flags & VHF_HASSHIELD)
197                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
198
199         ad = gettaginfo(gun, gettagindex(gun, "fire"));
200         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
201
202         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
203
204         if(vehic.owner)
205                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
206
207         vehic.solid = SOLID_BBOX;
208         gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
209         gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
210
211         self = gunner;
212         return 1;
213 }
214
215 void bumb_gunner_exit(float _exitflag)
216 {
217
218
219         if(clienttype(self) == CLIENTTYPE_REAL)
220         {
221                 msg_entity = self;
222                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
223                 WriteEntity(MSG_ONE, self);
224
225                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
226                 WriteAngle(MSG_ONE, 0);
227                 WriteAngle(MSG_ONE, self.vehicle.angles_y);
228                 WriteAngle(MSG_ONE, 0);
229         }
230         
231         CSQCVehicleSetup(self, HUD_NORMAL);
232         setsize(self, PL_MIN, PL_MAX);
233
234         self.takedamage     = DAMAGE_AIM;
235         self.solid          = SOLID_SLIDEBOX;
236         self.movetype       = MOVETYPE_WALK;
237         self.effects        &~= EF_NODRAW;
238         self.alpha          = 1;
239         self.PlayerPhysplug = SUB_Null;
240         self.view_ofs       = PL_VIEW_OFS;
241         self.event_damage   = PlayerDamage;
242         self.hud            = HUD_NORMAL;
243         self.switchweapon   = self.vehicle.switchweapon;
244
245         if(self.flagcarried)
246         {
247                 self.flagcarried.scale = 0.6;
248                 setattachment(self.flagcarried, self, "");
249                 setorigin(self.flagcarried, FLAG_CARRY_POS);
250         }
251
252         self.vehicle.vehicle_hudmodel.viewmodelforclient = self.vehicle;
253
254         fixedmakevectors(self.vehicle.owner.angles);
255
256         if(self == self.vehicle.owner.gunner1)
257         {
258                 self.vehicle.owner.gunner1 = world;             
259         }
260         else if(self == self.vehicle.owner.gunner2)
261         {
262                 self.vehicle.owner.gunner2 = world;     
263                 v_right *= -1;
264         }       
265         else
266                 dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
267                 
268         vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
269         spot = vehicles_findgoodexit(spot);
270         //setorigin(self , spot);
271
272         self.velocity = 0.75 * self.vehicle.owner.velocity + normalize(spot - self.vehicle.owner.origin) * 200;
273         self.velocity_z += 10;
274
275         self.vehicle.phase = time + 5;
276         self.vehicle        = world;
277 }
278
279 float bumb_gunner_enter()
280 {
281         RemoveGrapplingHook(other);
282         entity _gun, _gunner;
283         if(!self.gunner1)
284         {
285                 _gun = self.gun1;
286                 _gunner = self.gunner1;
287                 self.gunner1 = other;
288         }
289         else if(!self.gunner2)
290         {
291                 _gun = self.gun2;
292                 _gunner = self.gunner2;
293                 self.gunner2 = other;
294         }
295         else
296         {
297                 dprint("^1ERROR:^7Tried to enter a fully occupied vehicle!\n");
298                 return FALSE;
299         }
300
301         _gunner            = other;
302         _gunner.vehicle    = _gun;
303         _gun.switchweapon  = other.switchweapon;
304         _gun.vehicle_exit  = bumb_gunner_exit;
305
306         other.angles            = self.angles;
307         other.takedamage        = DAMAGE_NO;
308         other.solid             = SOLID_NOT;
309         other.movetype          = MOVETYPE_NOCLIP;
310         other.alpha             = -1;
311         other.event_damage      = SUB_Null;
312         other.view_ofs          = '0 0 0';
313         other.hud               = _gun.hud;
314         other.PlayerPhysplug    = _gun.PlayerPhysplug;
315         other.vehicle_ammo1     = self.vehicle_ammo1;
316         other.vehicle_ammo2     = self.vehicle_ammo2;
317         other.vehicle_reload1   = self.vehicle_reload1;
318         other.vehicle_reload2   = self.vehicle_reload2;
319         other.vehicle_energy    = self.vehicle_energy;
320         other.PlayerPhysplug    = bumb_gunner_frame;
321         other.flags             &~= FL_ONGROUND;
322
323         msg_entity = other;
324         WriteByte(MSG_ONE, SVC_SETVIEWPORT);
325         WriteEntity(MSG_ONE, _gun.vehicle_viewport);
326         WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
327         WriteAngle(MSG_ONE, _gun.angles_x + self.angles_x);    // tilt
328         WriteAngle(MSG_ONE, _gun.angles_y + self.angles_y);    // yaw
329         WriteAngle(MSG_ONE, 0);                             // roll
330         _gun.vehicle_hudmodel.viewmodelforclient = other;
331
332         CSQCVehicleSetup(other, other.hud);
333         
334     if(other.flagcarried)
335     {
336         if(!autocvar_g_vehicles_allow_flagcarry)
337             DropFlag(other.flagcarried, world, world);
338         else
339         {
340             other.flagcarried.scale = 1;
341             setattachment(other.flagcarried, self, "");
342             setorigin(other.flagcarried, '0 0 1' * self.maxs_z);
343         }
344     }
345
346         return TRUE;
347 }
348
349 float vehicles_valid_pilot()
350 {
351         if(other.classname != "player")
352                 return FALSE;
353
354         if(other.deadflag != DEAD_NO)
355                 return FALSE;
356
357         if(other.vehicle != world)
358                 return FALSE;
359
360         if(clienttype(other) != CLIENTTYPE_REAL)
361                 if(!autocvar_g_vehicles_allow_bots)
362                         return FALSE;
363
364         if(teamplay && other.team != self.team)
365                 return FALSE;
366
367         return TRUE;
368 }
369
370 void bumb_touch()
371 {
372
373         if(self.gunner1 != world && self.gunner2 != world)
374         {
375                 vehicles_touch();
376                 return;
377         }
378
379         if(vehicles_valid_pilot())
380         {
381                 if(self.gun1.phase <= time)
382                         if(bumb_gunner_enter())
383                                 return;
384
385                 if(self.gun2.phase <= time)
386                         if(bumb_gunner_enter())
387                                 return;
388         }
389
390         vehicles_touch();
391 }
392
393 void bumb_regen()
394 {
395         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
396                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
397                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
398
399         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
400                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
401                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
402
403         if(self.vehicle_flags  & VHF_SHIELDREGEN)
404                 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);
405
406         if(self.vehicle_flags  & VHF_HEALTHREGEN)
407                 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);
408
409         if(self.vehicle_flags  & VHF_ENERGYREGEN)
410                 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);
411
412 }
413
414 float bumb_pilot_frame()
415 {
416         entity pilot, vehic;
417         vector newvel;
418
419         pilot = self;
420         vehic = self.vehicle;
421         self   = vehic;
422
423
424         if(vehic.deadflag != DEAD_NO)
425         {
426                 self = pilot;
427                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
428                 return 1;
429         }
430
431         bumb_regen();
432
433         crosshair_trace(pilot);
434
435         vector vang;
436         float ftmp;
437
438         vang = vehic.angles;
439         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
440         vang_x *= -1;
441         newvel_x *= -1;
442         if(newvel_x > 180)  newvel_x -= 360;
443         if(newvel_x < -180) newvel_x += 360;
444         if(newvel_y > 180)  newvel_y -= 360;
445         if(newvel_y < -180) newvel_y += 360;
446
447         ftmp = shortangle_f(pilot.v_angle_y - vang_y, vang_y);
448         if(ftmp > 180)  ftmp -= 360;
449         if(ftmp < -180) ftmp += 360;
450         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
451
452         // Pitch
453         ftmp = 0;
454         if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit) 
455                 ftmp = 4;
456         else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit) 
457                 ftmp = -8;
458
459         newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
460         ftmp = vang_x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
461         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity_x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
462
463         vehic.angles_x = anglemods(vehic.angles_x);
464         vehic.angles_y = anglemods(vehic.angles_y);
465         vehic.angles_z = anglemods(vehic.angles_z);
466
467         makevectors('0 1 0' * vehic.angles_y);
468         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
469
470         if(pilot.movement_x != 0)
471         {
472                 if(pilot.movement_x > 0)
473                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
474                 else if(pilot.movement_x < 0)
475                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
476         }
477
478         if(pilot.movement_y != 0)
479         {
480                 if(pilot.movement_y < 0)
481                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
482                 else if(pilot.movement_y > 0)
483                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
484                 ftmp = newvel * v_right;
485                 ftmp *= frametime * 0.1;
486                 vehic.angles_z = bound(-15, vehic.angles_z + ftmp, 15);
487         }
488         else
489         {
490                 vehic.angles_z *= 0.95;
491                 if(vehic.angles_z >= -1 && vehic.angles_z <= -1)
492                         vehic.angles_z = 0;
493         }
494
495         if(pilot.BUTTON_CROUCH)
496                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
497         else if(pilot.BUTTON_JUMP)
498                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
499
500         vehic.velocity  += newvel * frametime;
501         pilot.velocity = pilot.movement  = vehic.velocity;
502         
503
504         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
505         {               
506                 if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
507                         vehic.tur_head.enemy = world;
508
509                 if(trace_ent)
510                 if(trace_ent.movetype)
511                 if(trace_ent.takedamage)
512                 if(!trace_ent.deadflag)
513                 {
514                         if(teamplay)
515                         {
516                                 if(trace_ent.team == pilot.team)
517                                 {
518                                         vehic.tur_head.enemy = trace_ent;
519                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
520                                 }
521                         }
522                         else
523                         {            
524                                 vehic.tur_head.enemy = trace_ent;
525                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
526                         }
527                 }
528                         
529                 if(vehic.tur_head.enemy)
530                 {
531                         trace_endpos = real_origin(vehic.tur_head.enemy);                       
532                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);               
533                 }
534         }
535         
536         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
537                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
538                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
539
540         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
541         {
542                 vehic.gun3.enemy.realowner = pilot;
543                 vehic.gun3.enemy.effects &~= EF_NODRAW;
544                 
545                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
546                 vehic.gun3.enemy.SendFlags |= BRG_START;
547                 
548                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
549                 
550                 if(trace_ent)
551                 {
552                         if(autocvar_g_vehicle_bumblebee_raygun)
553                         {
554                                 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);
555                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
556                         }
557                         else
558                         {
559                                 if(trace_ent.deadflag == DEAD_NO)
560                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
561                                         {
562
563                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
564                                                 {
565                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.tur_health)
566                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.tur_health);
567
568                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
569                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
570                                                 }
571                                                 else if(trace_ent.flags & FL_CLIENT)
572                                                 {
573                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
574                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
575
576                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
577                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
578
579                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
580                                                 }
581                                                 else if(trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
582                                                 {
583                                                         if(trace_ent.health  <= trace_ent.tur_health && autocvar_g_vehicle_bumblebee_healgun_hps)
584                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.tur_health);
585                                                         //else ..hmmm what? ammo?
586
587                                                         trace_ent.SendFlags |= TNSF_STATUS;
588                                                 }
589                                         }
590                         }
591                 }
592                 
593                 vehic.gun3.enemy.hook_end = trace_endpos;
594                 setorigin(vehic.gun3.enemy, trace_endpos);
595                 vehic.gun3.enemy.SendFlags |= BRG_END;
596                 
597                 vehic.wait = time + 1;
598         }
599         else
600                 vehic.gun3.enemy.effects |= EF_NODRAW;
601         /*{
602                 if(vehic.gun3.enemy)
603                         remove(vehic.gun3.enemy);
604
605                 vehic.gun3.enemy = world;
606         }
607         */
608         
609         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
610         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
611
612         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
613         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
614
615         if(vehic.vehicle_flags & VHF_HASSHIELD)
616                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
617                 
618         vehic.angles_x *= -1;
619         makevectors(vehic.angles);
620         vehic.angles_x *= -1;
621         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
622
623         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
624         self = pilot;
625
626         return 1;
627 }
628
629 void bumb_think()
630 {
631         self.movetype = MOVETYPE_TOSS;
632                 
633                 //self.velocity = self.velocity * 0.5;
634         self.angles_z *= 0.8;
635         self.angles_x *= 0.8;
636         
637         self.nextthink = time + 0.05;
638         
639         if(!self.owner)
640         {
641                 entity oldself = self;          
642                 if(self.gunner1)
643                 {
644                         self = self.gunner1;
645                         oldself.gun1.vehicle_exit(VHEF_EJECT);
646                         entity oldother = other;
647                         other = self;
648                         self = oldself;
649                         self.phase = 0;
650                         self.touch();
651                         other = oldother;
652                         return;
653                 }
654                 
655                 if(self.gunner2)
656                 {
657                         self = self.gunner2;
658                         oldself.gun2.vehicle_exit(VHEF_EJECT);
659                         entity oldother = other;
660                         other = self;
661                         self = oldself;
662                         self.phase = 0;
663                         self.touch();
664                         other = oldother;
665                         return;
666                 }               
667         }
668         
669 }
670
671 void bumb_enter()
672 {
673         self.touch = bumb_touch;
674         self.nextthink = 0;
675         self.movetype = MOVETYPE_BOUNCEMISSILE;
676         //setattachment(self.owner, self.vehicle_viewport, "");
677 }
678
679 void bumb_exit(float eject)
680 {
681         self.touch = vehicles_touch;
682         self.think = bumb_think;
683         self.nextthink = time;
684         
685         if(!self.owner)
686                 return;
687         
688         fixedmakevectors(self.angles);
689         vector spot;
690         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)              
691                 spot = self.origin + v_up * 128 + v_forward * 200;
692         else
693                 spot = self.origin + v_up * 128 - v_forward * 200;
694         
695         spot = vehicles_findgoodexit(spot);
696         
697
698         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
699         self.owner.velocity_z += 10;
700         setorigin(self.owner, spot);
701
702         /*if(eject)
703         {
704             spot = self.origin + v_forward * 100 + '0 0 64';
705             spot = vehicles_findgoodexit(spot);
706             //setorigin(self.owner , spot);
707             self.owner.velocity = (v_up + v_forward * 0.25) * 250;
708             self.owner.oldvelocity = self.owner.velocity;
709         }
710         else
711         {
712                 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)              
713                 {
714                         if(vlen(self.velocity) > autocvar_sv_maxairspeed)
715                                 self.owner.velocity = normalize(self.velocity) * autocvar_sv_maxairspeed;
716                         else
717                                 self.owner.velocity = self.velocity + v_forward * 100;
718                         
719                         self.owner.velocity_z += 200;
720                         spot = self.origin + v_forward * 128 + '0 0 32';
721                         spot = vehicles_findgoodexit(spot);
722                 }
723                 else
724                 {
725                         self.owner.velocity = self.velocity * 0.5;
726                         self.owner.velocity_z += 10;
727                         spot = self.origin - v_forward * 300 + '0 0 32';
728                         spot = vehicles_findgoodexit(spot);
729                 }
730             self.owner.oldvelocity = self.owner.velocity;
731             //setorigin(self.owner , spot);
732         }
733         */
734         
735         antilag_clear(self.owner);
736     self.owner = world;
737 }
738
739 void bumb_blowup()
740 {
741         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
742                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
743                                  autocvar_g_vehicle_bumblebee_blowup_radius, self,
744                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
745                                  DEATH_WAKIBLOWUP, world);
746
747         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
748         pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
749         
750         if(self.owner.deadflag == DEAD_DYING)
751                 self.owner.deadflag = DEAD_DEAD;
752         
753         remove(self);
754 }
755
756 void bumb_diethink()
757 {
758         if(time >= self.wait)
759                 self.think = bumb_blowup;
760
761         if(random() < 0.1)
762         {
763                 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
764                 pointparticles(particleeffectnum("explosion_small"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
765         }
766
767         self.nextthink = time + 0.1;
768 }
769
770 void bumb_die()
771 {
772         entity oldself = self;
773         
774         // Hide beam
775         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
776                 self.gun3.enemy.effects |= EF_NODRAW;
777         
778         if(self.gunner1)
779         {
780                 self = self.gunner1;
781                 oldself.gun1.vehicle_exit(VHEF_EJECT);
782                 self = oldself;
783         }
784
785         if(self.gunner2)
786         {
787                 self = self.gunner2;
788                 oldself.gun2.vehicle_exit(VHEF_EJECT);
789                 self = oldself;
790         }
791
792         self.vehicle_exit(VHEF_EJECT);
793
794         fixedmakevectors(self.angles);
795         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
796         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
797         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
798
799         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
800
801         if(random() > 0.5)
802                 _body.touch = bumb_blowup;
803         else
804                 _body.touch = SUB_Null;
805                 
806         _body.think = bumb_diethink;
807         _body.nextthink = time;
808         _body.wait = time + 2 + (random() * 8);
809         _body.owner = self;
810         _body.enemy = self.enemy;
811         
812         pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
813         
814         self.health                     = 0;
815         self.event_damage       = SUB_Null;
816         self.solid                      = SOLID_CORPSE;
817         self.takedamage         = DAMAGE_NO;
818         self.deadflag           = DEAD_DYING;
819         self.movetype           = MOVETYPE_NONE;
820         self.effects            = EF_NODRAW;
821         self.colormod           = '0 0 0';
822         self.avelocity          = '0 0 0';
823         self.velocity           = '0 0 0';
824         self.touch                      = SUB_Null;
825         self.nextthink          = 0;
826
827         setorigin(self, self.pos1);
828
829 }
830
831 void bumb_impact()
832 {
833     if(autocvar_g_vehicle_bumblebee_bouncepain_x)
834         vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, 
835                                                 autocvar_g_vehicle_bumblebee_bouncepain_y, 
836                                                 autocvar_g_vehicle_bumblebee_bouncepain_z);
837 }
838
839 void bumb_spawn(float _f)
840 {
841         /*
842         float i;
843         for(i=1; gettaginfo(self.gun1, i), gettaginfo_name; ++i)
844         {
845
846             dprint(" ------- ^1gettaginfo_name^2(",ftos(i),") ^3=", gettaginfo_name, "\n");
847         }
848         */
849         if(!self.gun1)
850         {
851                 // for some reason, autosizing of the shiled entity refuses to work for this one so set it up in advance.
852                 self.vehicle_shieldent = spawn();
853                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
854                 setmodel(self.vehicle_shieldent, "models/vhshield.md3");
855                 setattachment(self.vehicle_shieldent, self, "");
856                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
857                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
858                 self.vehicle_shieldent.think       = shieldhit_think;
859                 self.vehicle_shieldent.alpha = -1;
860                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
861
862                 self.gun1 = spawn();
863                 self.gun2 = spawn();
864                 self.gun3 = spawn();
865
866                 self.vehicle_flags |= VHF_MULTISLOT;
867
868                 self.gun1.owner = self;
869                 self.gun2.owner = self;
870                 self.gun3.owner = self;
871
872                 setmodel(self.gun1, "models/vehicles/bumblebee_plasma_right.dpm");
873                 setmodel(self.gun2, "models/vehicles/bumblebee_plasma_left.dpm");
874                 setmodel(self.gun3, "models/vehicles/bumblebee_ray.dpm");
875
876                 setattachment(self.gun1, self, "cannon_right");
877                 setattachment(self.gun2, self, "cannon_left");
878
879                 // Angled bones are no fun, messes up gun-aim; so work arround it.
880                 self.gun3.pos1 = self.angles;
881                 self.angles = '0 0 0';
882                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
883                 ofs -= self.origin;
884                 setattachment(self.gun3, self, "");
885                 setorigin(self.gun3, ofs);
886                 self.angles = self.gun3.pos1;
887
888                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
889                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumb_gunner_frame, bumb_gunner_exit);
890
891                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
892                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
893
894                 //fixme-model-bones
895                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
896                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
897                 //fixme-model-bones
898                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
899                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
900
901                 self.scale = 1.5;
902                 
903                 // Raygun beam
904                 if(self.gun3.enemy == world)
905                 {                       
906                         self.gun3.enemy = spawn();
907                         Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
908                         self.gun3.enemy.SendFlags = BRG_SETUP;                  
909                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;                      
910                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
911                 }
912         }
913
914         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
915         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
916         self.solid          = SOLID_BBOX;
917         //self.movetype         = MOVETYPE_BOUNCEMISSILE;
918         self.movetype           = MOVETYPE_TOSS;
919         self.vehicle_impact = bumb_impact;
920         self.damageforcescale = 0.025;
921         
922         setorigin(self, self.origin + '0 0 25');
923 }
924
925 void spawnfunc_vehicle_bumblebee()
926 {
927         if(!autocvar_g_vehicle_bumblebee)
928         {
929                 remove(self);
930                 return;
931         }
932
933         precache_model("models/vehicles/bumblebee_body.dpm");
934         precache_model("models/vehicles/bumblebee_plasma_left.dpm");
935         precache_model("models/vehicles/bumblebee_plasma_right.dpm");
936         precache_model("models/vehicles/bumblebee_ray.dpm");
937         precache_model("models/vehicles/wakizashi_cockpit.dpm");
938         precache_model("models/vehicles/spiderbot_cockpit.dpm");
939         precache_model("models/vehicles/raptor_cockpit.dpm");
940
941         if(autocvar_g_vehicle_bumblebee_energy)
942                 if(autocvar_g_vehicle_bumblebee_energy_regen)
943                         self.vehicle_flags |= VHF_ENERGYREGEN;
944
945         if(autocvar_g_vehicle_bumblebee_shield)
946                 self.vehicle_flags |= VHF_HASSHIELD;
947
948         if(autocvar_g_vehicle_bumblebee_shield_regen)
949                 self.vehicle_flags |= VHF_SHIELDREGEN;
950
951         if(autocvar_g_vehicle_bumblebee_health_regen)
952                 self.vehicle_flags |= VHF_HEALTHREGEN;
953
954         if not(vehicle_initialize(
955                            "Bumblebee", "models/vehicles/bumblebee_body.dpm",
956                            "", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
957                            HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
958                            bumb_spawn, autocvar_g_vehicle_bumblebee_respawntime,
959                            bumb_pilot_frame, bumb_enter, bumb_exit,
960                            bumb_die, bumb_think, FALSE, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_shield))
961         {
962                 remove(self);
963                 return;
964         }
965 }
966
967 float bumble_raygun_send(entity to, float sf)
968 {
969         WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
970
971         WriteByte(MSG_ENTITY, sf);
972         if(sf & BRG_SETUP)
973         {
974                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
975                 WriteByte(MSG_ENTITY, self.realowner.team);
976                 WriteByte(MSG_ENTITY, self.cnt);
977         }
978
979         if(sf & BRG_START)
980         {
981                 WriteCoord(MSG_ENTITY, self.hook_start_x);
982                 WriteCoord(MSG_ENTITY, self.hook_start_y);
983                 WriteCoord(MSG_ENTITY, self.hook_start_z);
984         }
985
986         if(sf & BRG_END)
987         {
988                 WriteCoord(MSG_ENTITY, self.hook_end_x);
989                 WriteCoord(MSG_ENTITY, self.hook_end_y);
990                 WriteCoord(MSG_ENTITY, self.hook_end_z);
991         }
992
993         return TRUE;
994 }
995 #endif // SVQC
996
997 #ifdef CSQC
998 /*
999 .vector raygun_l1
1000 .vector raygun_l2;
1001 .vector raygun_l3;
1002 */
1003
1004 void bumble_raygun_draw()
1005 {
1006         float _len;
1007         vector _dir;
1008         vector _vtmp1, _vtmp2;
1009
1010         _len = vlen(self.origin - self.move_origin);
1011         _dir = normalize(self.move_origin - self.origin);
1012         
1013         if(self.total_damages < time)
1014         {
1015                 boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
1016                 boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
1017                 self.total_damages = time + 0.1;
1018         }
1019
1020         float i, df, sz, al;
1021         for(i = -0.1; i < 0.2; i += 0.1)
1022         {
1023                 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
1024                 sz = 5 + random() * 5;
1025                 al = 0.25 + random() * 0.5;
1026                 _vtmp1 = self.origin + _dir * _len * (0.25 + i);
1027                 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2));       //self.raygun_l1;
1028                 Draw_CylindricLine(self.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1029
1030                 _vtmp2 = self.origin + _dir * _len * (0.5 + i);
1031                 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5));       //self.raygun_l2;
1032                 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1033
1034                 _vtmp1 = self.origin + _dir * _len * (0.75 + i);
1035                 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10);     //self.raygun_l3;
1036                 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1037
1038                 Draw_CylindricLine(_vtmp1, self.move_origin +  randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, self.colormod, al, df, view_origin);
1039         }
1040 }
1041
1042 void bumble_raygun_read(float bIsNew)
1043 {
1044         float sf = ReadByte();
1045
1046         if(sf & BRG_SETUP)
1047         {
1048                 self.cnt  = ReadByte();
1049                 self.team = ReadByte();
1050                 self.cnt  = ReadByte();
1051                 
1052                 if(self.cnt)
1053                         self.colormod = '1 0 0';
1054                 else
1055                         self.colormod = '0 1 0';
1056
1057                 self.traileffect = particleeffectnum("healray_muzzleflash");
1058                 self.lip = particleeffectnum("healray_impact");         
1059
1060                 self.draw = bumble_raygun_draw;
1061         }
1062         
1063         
1064         if(sf & BRG_START)
1065         {
1066                 self.origin_x = ReadCoord();
1067                 self.origin_y = ReadCoord();
1068                 self.origin_z = ReadCoord();
1069                 setorigin(self, self.origin);
1070         }
1071
1072         if(sf & BRG_END)
1073         {
1074                 self.move_origin_x = ReadCoord();
1075                 self.move_origin_y = ReadCoord();
1076                 self.move_origin_z = ReadCoord();
1077         }
1078 }
1079
1080 void bumblebee_draw()
1081 {
1082
1083 }
1084
1085 void bumblebee_draw2d()
1086 {
1087
1088 }
1089
1090 void bumblebee_read_extra()
1091 {
1092
1093 }
1094
1095 void vehicle_bumblebee_assemble()
1096 {
1097
1098 }
1099 #endif //CSQC