X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fvehicles%2Fvehicle%2Fbumblebee.qc;h=d3f802791eb578c3d6a6c26a26096f95bbde3cda;hp=95cc74802ceab386bc8611a277e9c9f3bd4eec04;hb=29ba411594428929a9e9a0e0baa620210213bec7;hpb=c1389c740a4a144e46543e51296ad90ade3c365b diff --git a/qcsrc/common/vehicles/vehicle/bumblebee.qc b/qcsrc/common/vehicles/vehicle/bumblebee.qc index 95cc74802..d3f802791 100644 --- a/qcsrc/common/vehicles/vehicle/bumblebee.qc +++ b/qcsrc/common/vehicles/vehicle/bumblebee.qc @@ -99,6 +99,7 @@ bool bumblebee_gunner_frame(entity this, float dt) _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in; setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128); } + this.oldorigin = this.origin; // negate fall damage crosshair_trace(this); vector _ct = trace_endpos; @@ -167,7 +168,7 @@ bool bumblebee_gunner_frame(entity this, float dt) VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee); ad = gettaginfo(gun, gettagindex(gun, "fire")); - traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun); + traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun); UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0); @@ -184,11 +185,11 @@ vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity p //vector exitspot; float mysize; - tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player); + tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return prefer_spot; - mysize = 1.5 * vlen(STAT(PL_MAX, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size + 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 float i; vector v, v2; v2 = 0.5 * (gunner.absmin + gunner.absmax); @@ -197,7 +198,7 @@ vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity p v = randomvec(); v_z = 0; v = v2 + normalize(v) * mysize; - tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player); + tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player); if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) return v; } @@ -224,7 +225,7 @@ void bumblebee_gunner_exit(entity this, int _exitflag) } CSQCVehicleSetup(player, HUD_NORMAL); - setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL)); + setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player)); player.takedamage = DAMAGE_AIM; player.solid = SOLID_SLIDEBOX; @@ -232,11 +233,16 @@ void bumblebee_gunner_exit(entity this, int _exitflag) player.effects &= ~EF_NODRAW; player.alpha = 1; player.PlayerPhysplug = func_null; - player.view_ofs = STAT(PL_VIEW_OFS, NULL); + player.view_ofs = STAT(PL_VIEW_OFS, player); player.event_damage = PlayerDamage; player.hud = HUD_NORMAL; player.teleportable = TELEPORT_NORMAL; - PS(player).m_switchweapon = gunner.m_switchweapon; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon; + delete(gunner.(weaponentity)); + } player.vehicle_enter_delay = time + 2; fixedmakevectors(vehic.angles); @@ -304,9 +310,15 @@ bool bumblebee_gunner_enter(entity this, entity player) player.vehicle_energy = vehic.vehicle_energy; UNSET_ONGROUND(player); - RemoveGrapplingHook(player); + RemoveGrapplingHooks(player); - gunner.m_switchweapon = PS(player).m_switchweapon; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + + gunner.(weaponentity) = new(temp_wepent); + gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon; + } gunner.vehicle_exit = bumblebee_gunner_exit; gunner.vehicle_hudmodel.viewmodelforclient = player; @@ -391,7 +403,7 @@ bool bumblebee_pilot_frame(entity this, float dt) entity vehic = this.vehicle; return = true; - if(gameover) + if(game_stopped) { vehic.solid = SOLID_NOT; vehic.takedamage = DAMAGE_NO; @@ -427,9 +439,9 @@ bool bumblebee_pilot_frame(entity this, float dt) // Pitch ftmp = 0; - if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit) + if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = 4; - else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit) + else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit) ftmp = -8; newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit); @@ -443,19 +455,19 @@ bool bumblebee_pilot_frame(entity this, float dt) makevectors('0 1 0' * vehic.angles.y); newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction; - if(this.movement.x != 0) + if(CS(this).movement.x != 0) { - if(this.movement.x > 0) + if(CS(this).movement.x > 0) newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward; - else if(this.movement.x < 0) + else if(CS(this).movement.x < 0) newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward; } - if(this.movement.y != 0) + if(CS(this).movement.y != 0) { - if(this.movement.y < 0) + if(CS(this).movement.y < 0) newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe; - else if(this.movement.y > 0) + else if(CS(this).movement.y > 0) newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe; ftmp = newvel * v_right; ftmp *= dt * 0.1; @@ -474,7 +486,7 @@ bool bumblebee_pilot_frame(entity this, float dt) newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up; vehic.velocity += newvel * dt; - this.velocity = this.movement = vehic.velocity; + this.velocity = CS(this).movement = vehic.velocity; if(autocvar_g_vehicle_bumblebee_healgun_locktime) @@ -596,6 +608,7 @@ bool bumblebee_pilot_frame(entity this, float dt) makevectors(vehic.angles); vehic.angles_x *= -1; setorigin(this, vehic.origin + v_up * 48 + v_forward * 160); + this.oldorigin = this.origin; // negate fall damage PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false; } @@ -645,7 +658,7 @@ void bumblebee_exit(entity this, int eject) else spot = this.origin + v_up * 128 - v_forward * 300; - spot = vehicles_findgoodexit(this, spot); + spot = vehicles_findgoodexit(this, this.owner, spot); // Hide beam if(this.gun3.enemy || !wasfreed(this.gun3.enemy))