1 #include "bumblebee.qh"
6 #include <common/mutators/mutator/instagib/sv_instagib.qh>
9 const float BRG_SETUP = 2;
10 const float BRG_START = 4;
11 const float BRG_END = 8;
14 float autocvar_g_vehicle_bumblebee_respawntime = 60;
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;
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;
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;
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;
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;
42 float autocvar_g_vehicle_bumblebee_cannon_lock = 1;
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;
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;
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;
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;
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';
75 bool autocvar_g_vehicle_bumblebee = true;
77 bool bumblebee_gunner_frame(entity this, float dt)
79 entity vehic = this.vehicle.owner;
80 entity gun = this.vehicle;
83 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
84 //vehicles_frame(gun, player);
86 vehic.solid = SOLID_NOT;
87 //setorigin(this, vehic.origin);
88 this.velocity = vehic.velocity;
92 makevectors(vehic.angles);
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);
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);
106 this.oldorigin = this.origin; // negate fall damage
108 crosshair_trace(this);
109 vector _ct = trace_endpos;
112 if(autocvar_g_vehicle_bumblebee_cannon_lock)
114 if(gun.lock_time < time || IS_DEAD(gun.enemy) || STAT(FROZEN, gun.enemy))
118 if(trace_ent.move_movetype)
119 if(trace_ent.takedamage)
120 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
124 if(DIFF_TEAM(trace_ent, this))
126 gun.enemy = trace_ent;
127 gun.lock_time = time + 2.5;
132 gun.enemy = trace_ent;
133 gun.lock_time = time + 0.5;
140 float distance, impact_time;
142 vector vf = real_origin(gun.enemy);
143 vector _vel = gun.enemy.velocity;
144 if(gun.enemy.move_movetype == MOVETYPE_WALK)
149 distance = vlen(ad - this.origin);
150 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
151 ad = vf + _vel * impact_time;
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);
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);
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)
171 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
172 bumblebee_fire_cannon(vehic, gun, "fire", this);
174 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
177 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
179 if(vehic.vehicle_flags & VHF_HASSHIELD)
180 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
182 ad = gettaginfo(gun, gettagindex(gun, "fire"));
183 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
185 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
188 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
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;
195 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
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)
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
207 v2 = 0.5 * (gunner.absmin + gunner.absmax);
208 for(i = 0; i < 100; ++i)
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)
218 return prefer_spot; // this should be considered a fallback?!
221 void bumblebee_gunner_exit(entity this, int _exitflag)
223 entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
224 entity gunner = this;
225 entity vehic = gunner.owner;
227 if(IS_REAL_CLIENT(player))
230 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
231 WriteEntity(MSG_ONE, player);
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);
240 CSQCVehicleSetup(player, HUD_NORMAL);
241 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
243 player.takedamage = DAMAGE_AIM;
244 player.solid = SOLID_SLIDEBOX;
245 set_movetype(player, MOVETYPE_WALK);
246 player.effects &= ~EF_NODRAW;
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)
255 .entity weaponentity = weaponentities[slot];
256 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
257 delete(gunner.(weaponentity));
259 player.vehicle_enter_delay = time + 2;
261 fixedmakevectors(vehic.angles);
263 if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
264 if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
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);
270 // TODO: figure a way to move player out of the gunner
272 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
273 player.velocity_z += 10;
275 gunner.phase = time + 5;
276 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
278 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
280 player.vehicle = NULL;
283 bool bumblebee_gunner_enter(entity this, entity player)
286 entity gunner = NULL;
288 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
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))
296 vehic.gunner1 = player;
301 vehic.gunner2 = player;
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; }
308 player.vehicle = gunner;
309 player.angles = vehic.angles;
310 player.takedamage = DAMAGE_NO;
311 player.solid = SOLID_NOT;
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);
326 RemoveGrapplingHooks(player);
328 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
330 .entity weaponentity = weaponentities[slot];
332 gunner.(weaponentity) = new(temp_wepent);
333 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
335 gunner.vehicle_exit = bumblebee_gunner_exit;
336 gunner.vehicle_hudmodel.viewmodelforclient = player;
338 if(IS_REAL_CLIENT(player))
341 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
342 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
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
351 CSQCVehicleSetup(player, STAT(HUD, player));
353 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
358 bool vehicles_valid_pilot(entity this, entity toucher)
360 if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
363 if((!IS_PLAYER(toucher))
364 || (IS_DEAD(toucher))
366 || (DIFF_TEAM(toucher, this))
372 void bumblebee_touch(entity this, entity toucher)
374 if(autocvar_g_vehicles_enter) { return; }
376 if(this.gunner1 != NULL && this.gunner2 != NULL)
378 vehicles_touch(this, toucher);
382 if(vehicles_valid_pilot(this, toucher))
384 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
386 if(time >= toucher.vehicle_enter_delay && phase_time)
387 if(bumblebee_gunner_enter(this, toucher))
391 vehicles_touch(this, toucher);
394 void bumblebee_regen(entity this, float dt)
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);
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);
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);
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);
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);
415 bool bumblebee_pilot_frame(entity this, float dt)
417 entity vehic = this.vehicle;
422 vehic.solid = SOLID_NOT;
423 vehic.takedamage = DAMAGE_NO;
424 set_movetype(vehic, MOVETYPE_NONE);
428 vehicles_frame(vehic, this);
432 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
436 bumblebee_regen(vehic, dt);
438 crosshair_trace(this);
440 vector vang = vehic.angles;
441 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
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;
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);
456 if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
458 else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
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);
465 vehic.angles_x = anglemods(vehic.angles.x);
466 vehic.angles_y = anglemods(vehic.angles.y);
467 vehic.angles_z = anglemods(vehic.angles.z);
469 makevectors('0 1 0' * vehic.angles.y);
470 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
472 if(CS(this).movement.x != 0)
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;
480 if(CS(this).movement.y != 0)
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;
488 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
492 vehic.angles_z *= 0.95;
493 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
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;
502 vehic.velocity += newvel * dt;
503 this.velocity = CS(this).movement = vehic.velocity;
506 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
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;
512 if(trace_ent.move_movetype)
513 if(trace_ent.takedamage)
514 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
518 if(trace_ent.team == this.team)
520 vehic.tur_head.enemy = trace_ent;
521 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
526 vehic.tur_head.enemy = trace_ent;
527 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
531 if(vehic.tur_head.enemy)
533 trace_endpos = real_origin(vehic.tur_head.enemy);
534 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
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);
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))
545 vehic.gun3.enemy.realowner = this;
546 vehic.gun3.enemy.effects &= ~EF_NODRAW;
548 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
549 vehic.gun3.enemy.SendFlags |= BRG_START;
551 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
555 if(autocvar_g_vehicle_bumblebee_raygun)
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;
562 if(!IS_DEAD(trace_ent))
564 if((teamplay && trace_ent.team == this.team) || !teamplay)
566 if(autocvar_g_vehicle_bumblebee_healgun_hps)
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);
572 if(IS_VEHICLE(trace_ent))
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);
577 else if(IS_CLIENT(trace_ent))
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);
588 vehic.gun3.enemy.hook_end = trace_endpos;
589 setorigin(vehic.gun3.enemy, trace_endpos);
590 vehic.gun3.enemy.SendFlags |= BRG_END;
592 vehic.wait = time + 1;
595 vehic.gun3.enemy.effects |= EF_NODRAW;
598 remove(vehic.gun3.enemy);
600 vehic.gun3.enemy = NULL;
604 VEHICLE_UPDATE_PLAYER_RESOURCE(this, vehic, health, bumblebee, RES_HEALTH);
605 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
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;
610 if(vehic.vehicle_flags & VHF_HASSHIELD)
611 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
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
619 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
622 void bumblebee_land(entity this)
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;
632 setthink(this, vehicles_think);
634 this.nextthink = time;
636 CSQCMODEL_AUTOUPDATE(this);
639 void bumblebee_exit(entity this, int eject)
641 if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
643 bumblebee_gunner_exit(this, eject);
647 settouch(this, vehicles_touch);
651 setthink(this, bumblebee_land);
652 this.nextthink = time;
655 set_movetype(this, MOVETYPE_TOSS);
660 fixedmakevectors(this.angles);
662 if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
663 spot = this.origin + v_up * 128 + v_forward * 300;
665 spot = this.origin + v_up * 128 - v_forward * 300;
667 spot = vehicles_findgoodexit(this, this.owner, spot);
670 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
671 this.gun3.enemy.effects |= EF_NODRAW;
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);
677 antilag_clear(this.owner, CS(this.owner));
681 void bumblebee_blowup(entity this)
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);
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);
692 if(this.owner.deadflag == DEAD_DYING)
693 this.owner.deadflag = DEAD_DEAD;
698 void bumblebee_dead_touch(entity this, entity toucher)
700 bumblebee_blowup(this);
703 void bumblebee_diethink(entity this)
705 if(time >= this.wait)
706 setthink(this, bumblebee_blowup);
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);
714 this.nextthink = time + 0.1;
717 spawnfunc(vehicle_bumblebee)
719 if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
720 if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
723 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
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);
728 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
730 settouch(instance, bumblebee_touch);
731 instance.nextthink = 0;
732 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
734 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
736 if(!instance.gunner1)
737 if(time >= instance.gun1.phase)
738 if(instance.gun1.vehicle_enter)
739 if(instance.gun1.vehicle_enter(instance, actor))
742 if(!instance.gunner2)
743 if(time >= instance.gun2.phase)
744 if(instance.gun2.vehicle_enter)
745 if(instance.gun2.vehicle_enter(instance, actor))
748 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
750 instance.angles_z *= 0.8;
751 instance.angles_x *= 0.8;
753 instance.nextthink = time;
759 entity e = instance.gunner1;
760 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
762 gettouch(instance)(instance, e);
768 entity e = instance.gunner2;
769 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
771 gettouch(instance)(instance, e);
776 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
778 CSQCModel_UnlinkEntity(instance);
781 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
782 instance.gun3.enemy.effects |= EF_NODRAW;
785 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
788 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
790 instance.vehicle_exit(instance, VHEF_EJECT);
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);
797 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
800 settouch(_body, bumblebee_dead_touch);
802 settouch(_body, func_null);
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;
810 _body.angles = instance.angles;
812 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
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;
827 setorigin(instance, instance.pos1);
829 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
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;
844 instance.gun1 = new(vehicle_playerslot);
845 instance.gun2 = new(vehicle_playerslot);
846 instance.gun3 = new(bumblebee_raygun);
848 instance.vehicle_flags |= VHF_MULTISLOT;
850 instance.gun1.owner = instance;
851 instance.gun2.owner = instance;
852 instance.gun3.owner = instance;
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);
858 setattachment(instance.gun1, instance, "cannon_right");
859 setattachment(instance.gun2, instance, "cannon_left");
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;
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);
873 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
874 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
877 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
878 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
880 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
881 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
883 instance.scale = 1.5;
886 if(instance.gun3.enemy == NULL)
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;
896 if(!autocvar_g_vehicle_bumblebee_swim)
897 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
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;
905 instance.PlayerPhysplug = bumblebee_pilot_frame;
907 setorigin(instance, instance.origin + '0 0 25');
909 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
911 if(autocvar_g_vehicle_bumblebee_energy)
912 if(autocvar_g_vehicle_bumblebee_energy_regen)
913 instance.vehicle_flags |= VHF_ENERGYREGEN;
915 if(autocvar_g_vehicle_bumblebee_shield)
916 instance.vehicle_flags |= VHF_HASSHIELD;
918 if(autocvar_g_vehicle_bumblebee_shield_regen)
919 instance.vehicle_flags |= VHF_SHIELDREGEN;
921 if(autocvar_g_vehicle_bumblebee_health_regen)
922 instance.vehicle_flags |= VHF_HEALTHREGEN;
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;
934 void CSQC_BUMBLE_GUN_HUD()
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');
941 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
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);
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);
953 if(!AuxiliaryXhair[1].draw2d)
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);
959 if(!AuxiliaryXhair[2].draw2d)
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);
965 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
967 Vehicles_drawCrosshair(vCROSS_HEAL);
969 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
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