1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
5 #include "bumblebee_weapons.qc"
7 CLASS(Bumblebee, Vehicle)
8 /* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE);
9 /* mins */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130');
10 /* maxs */ ATTRIB(Bumblebee, maxs, vector, '230 130 130');
11 /* view offset*/ ATTRIB(Bumblebee, view_ofs, vector, '0 0 300');
12 /* view dist */ ATTRIB(Bumblebee, height, float, 450);
13 /* model */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
14 /* model */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
15 /* head_model */ ATTRIB(Bumblebee, head_model, string, "");
16 /* hud_model */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
17 /* tags */ ATTRIB(Bumblebee, tag_head, string, "");
18 /* tags */ ATTRIB(Bumblebee, tag_hud, string, "");
19 /* tags */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport");
20 /* netname */ ATTRIB(Bumblebee, netname, string, "bumblebee");
21 /* fullname */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee"));
22 /* icon */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble");
24 REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
30 const float BRG_SETUP = 2;
31 const float BRG_START = 4;
32 const float BRG_END = 8;
34 #include "bumblebee_weapons.qc"
37 float autocvar_g_vehicle_bumblebee_respawntime = 60;
39 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
40 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
41 float autocvar_g_vehicle_bumblebee_speed_up = 350;
42 float autocvar_g_vehicle_bumblebee_speed_down = 350;
43 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
44 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
45 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
46 float autocvar_g_vehicle_bumblebee_friction = 0.5;
48 float autocvar_g_vehicle_bumblebee_energy = 500;
49 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
50 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
52 float autocvar_g_vehicle_bumblebee_health = 1000;
53 float autocvar_g_vehicle_bumblebee_health_regen = 65;
54 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
56 float autocvar_g_vehicle_bumblebee_shield = 400;
57 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
58 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
60 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
61 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
62 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
64 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
66 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
67 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
68 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
69 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
70 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
73 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
74 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
75 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
76 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
78 bool autocvar_g_vehicle_bumblebee_raygun = false;
79 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
80 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
81 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
82 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
84 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
85 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
86 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
87 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
88 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
89 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
91 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
92 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
93 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
94 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
95 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
97 bool autocvar_g_vehicle_bumblebee = true;
99 bool bumblebee_gunner_frame(entity this)
101 entity vehic = this.vehicle.owner;
102 entity gun = this.vehicle;
105 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
106 //vehicles_frame(gun, player);
108 vehic.solid = SOLID_NOT;
109 //setorigin(this, vehic.origin);
110 this.velocity = vehic.velocity;
113 vehic.angles_x *= -1;
114 makevectors(vehic.angles);
115 vehic.angles_x *= -1;
116 if(gun == vehic.gun1)
118 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
119 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
120 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
124 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
125 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
126 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
129 crosshair_trace(this);
130 vector _ct = trace_endpos;
133 if(autocvar_g_vehicle_bumblebee_cannon_lock)
135 if(gun.lock_time < time)
139 if(trace_ent.movetype)
140 if(trace_ent.takedamage)
141 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
143 if(DIFF_TEAM(trace_ent, this))
145 gun.enemy = trace_ent;
146 gun.lock_time = time + 5;
153 float distance, impact_time;
155 vector vf = real_origin(gun.enemy);
156 vector _vel = gun.enemy.velocity;
157 if(gun.enemy.movetype == MOVETYPE_WALK)
162 distance = vlen(ad - this.origin);
163 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
164 ad = vf + _vel * impact_time;
168 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
169 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
170 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
171 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
175 vehicle_aimturret(vehic, _ct, gun, "fire",
176 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
177 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
179 if(!forbidWeaponUse(this))
180 if(PHYS_INPUT_BUTTON_ATCK(this))
181 if(time > gun.attack_finished_single[0])
182 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
184 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
185 bumblebee_fire_cannon(vehic, gun, "fire", this);
187 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
190 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
192 if(vehic.vehicle_flags & VHF_HASSHIELD)
193 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
195 ad = gettaginfo(gun, gettagindex(gun, "fire"));
196 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
198 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
201 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
203 vehic.solid = SOLID_BBOX;
204 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
205 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
208 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
213 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
214 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
217 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
220 v2 = 0.5 * (gunner.absmin + gunner.absmax);
221 for(i = 0; i < 100; ++i)
225 v = v2 + normalize(v) * mysize;
226 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
227 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
231 return prefer_spot; // this should be considered a fallback?!
234 void bumblebee_gunner_exit(int _exitflag)
236 entity player = self;
237 entity gunner = player.vehicle;
238 entity vehic = gunner.owner;
240 if(IS_REAL_CLIENT(player))
243 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
244 WriteEntity(MSG_ONE, player);
246 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
247 WriteAngle(MSG_ONE, 0);
248 WriteAngle(MSG_ONE, vehic.angles.y);
249 WriteAngle(MSG_ONE, 0);
252 CSQCVehicleSetup(player, HUD_NORMAL);
253 setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
255 player.takedamage = DAMAGE_AIM;
256 player.solid = SOLID_SLIDEBOX;
257 player.movetype = MOVETYPE_WALK;
258 player.effects &= ~EF_NODRAW;
260 player.PlayerPhysplug = func_null;
261 player.view_ofs = STAT(PL_VIEW_OFS, NULL);
262 player.event_damage = PlayerDamage;
263 player.hud = HUD_NORMAL;
264 player.teleportable = TELEPORT_NORMAL;
265 PS(player).m_switchweapon = gunner.m_switchweapon;
266 player.vehicle_enter_delay = time + 2;
268 fixedmakevectors(vehic.angles);
270 if(player == vehic.gunner1) { vehic.gunner1 = world; }
271 if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
273 vector spot = real_origin(gunner);
274 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
275 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
277 // TODO: figure a way to move player out of the gunner
279 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
280 player.velocity_z += 10;
282 gunner.phase = time + 5;
283 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
285 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
287 player.vehicle = world;
290 bool bumblebee_gunner_enter()
293 entity player = other;
294 entity gunner = world;
296 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
298 // we can have some fun
299 if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
302 vehic.gunner2 = player;
307 vehic.gunner1 = player;
310 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
311 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
312 else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
314 player.vehicle = gunner;
315 player.angles = vehic.angles;
316 player.takedamage = DAMAGE_NO;
317 player.solid = SOLID_NOT;
319 player.movetype = MOVETYPE_NOCLIP;
320 player.event_damage = func_null;
321 player.view_ofs = '0 0 0';
322 player.hud = gunner.hud;
323 player.teleportable = false;
324 player.PlayerPhysplug = gunner.PlayerPhysplug;
325 player.vehicle_ammo1 = vehic.vehicle_ammo1;
326 player.vehicle_ammo2 = vehic.vehicle_ammo2;
327 player.vehicle_reload1 = vehic.vehicle_reload1;
328 player.vehicle_reload2 = vehic.vehicle_reload2;
329 player.vehicle_energy = vehic.vehicle_energy;
330 player.flags &= ~FL_ONGROUND;
332 RemoveGrapplingHook(player);
334 gunner.m_switchweapon = PS(player).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 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
345 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
346 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
347 WriteAngle(MSG_ONE, 0); // roll
350 CSQCVehicleSetup(player, player.hud);
352 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
357 bool vehicles_valid_pilot()
359 if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
362 if((!IS_PLAYER(other))
365 || (DIFF_TEAM(other, self))
371 void bumblebee_touch()
373 if(autocvar_g_vehicles_enter) { return; }
375 if(self.gunner1 != world && self.gunner2 != world)
381 if(vehicles_valid_pilot())
383 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
385 if(time >= other.vehicle_enter_delay && phase_time)
386 if(bumblebee_gunner_enter())
393 void bumblebee_regen(entity this)
395 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
396 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
397 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
399 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
400 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
401 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
403 if(this.vehicle_flags & VHF_SHIELDREGEN)
404 vehicles_regen(this, this.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
406 if(this.vehicle_flags & VHF_HEALTHREGEN)
407 vehicles_regen(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
409 if(this.vehicle_flags & VHF_ENERGYREGEN)
410 vehicles_regen(this, this.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
414 bool bumblebee_pilot_frame(entity this)
416 entity vehic = this.vehicle;
419 if(intermission_running)
421 vehic.velocity = '0 0 0';
422 vehic.avelocity = '0 0 0';
426 vehicles_frame(vehic, this);
430 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
434 bumblebee_regen(vehic);
436 crosshair_trace(this);
438 vector vang = vehic.angles;
439 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
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;
447 float ftmp = shortangle_f(this.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);
454 if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
456 else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
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);
463 vehic.angles_x = anglemods(vehic.angles.x);
464 vehic.angles_y = anglemods(vehic.angles.y);
465 vehic.angles_z = anglemods(vehic.angles.z);
467 makevectors('0 1 0' * vehic.angles.y);
468 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
470 if(this.movement.x != 0)
472 if(this.movement.x > 0)
473 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
474 else if(this.movement.x < 0)
475 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
478 if(this.movement.y != 0)
480 if(this.movement.y < 0)
481 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
482 else if(this.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);
490 vehic.angles_z *= 0.95;
491 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
495 if(PHYS_INPUT_BUTTON_CROUCH(this))
496 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
497 else if(PHYS_INPUT_BUTTON_JUMP(this))
498 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
500 vehic.velocity += newvel * frametime;
501 this.velocity = this.movement = vehic.velocity;
504 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
506 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
507 vehic.tur_head.enemy = world;
510 if(trace_ent.movetype)
511 if(trace_ent.takedamage)
512 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
516 if(trace_ent.team == this.team)
518 vehic.tur_head.enemy = trace_ent;
519 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
524 vehic.tur_head.enemy = trace_ent;
525 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
529 if(vehic.tur_head.enemy)
531 trace_endpos = real_origin(vehic.tur_head.enemy);
532 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
536 vang = vehicle_aimturret(vehic, trace_endpos, vehic.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);
540 if(!forbidWeaponUse(this))
541 if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
543 vehic.gun3.enemy.realowner = this;
544 vehic.gun3.enemy.effects &= ~EF_NODRAW;
546 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
547 vehic.gun3.enemy.SendFlags |= BRG_START;
549 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
553 if(autocvar_g_vehicle_bumblebee_raygun)
555 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
556 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
560 if(!IS_DEAD(trace_ent))
561 if((teamplay && trace_ent.team == this.team) || !teamplay)
564 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
566 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
567 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
569 if(autocvar_g_vehicle_bumblebee_healgun_hps)
570 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
572 else if(IS_CLIENT(trace_ent))
574 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
575 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
577 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
578 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
580 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
582 else if(IS_TURRET(trace_ent))
584 if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
585 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
586 //else ..hmmm what? ammo?
588 trace_ent.SendFlags |= TNSF_STATUS;
594 vehic.gun3.enemy.hook_end = trace_endpos;
595 setorigin(vehic.gun3.enemy, trace_endpos);
596 vehic.gun3.enemy.SendFlags |= BRG_END;
598 vehic.wait = time + 1;
601 vehic.gun3.enemy.effects |= EF_NODRAW;
604 remove(vehic.gun3.enemy);
606 vehic.gun3.enemy = world;
610 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
611 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
613 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
614 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
616 if(vehic.vehicle_flags & VHF_HASSHIELD)
617 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
619 vehic.angles_x *= -1;
620 makevectors(vehic.angles);
621 vehic.angles_x *= -1;
622 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
624 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
627 void bumblebee_land()
631 hgt = raptor_altitude(512);
632 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
633 self.angles_x *= 0.95;
634 self.angles_z *= 0.95;
637 self.think = vehicles_think;
639 self.nextthink = time;
641 CSQCMODEL_AUTOUPDATE(self);
644 void bumblebee_exit(float eject)
646 if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
648 bumblebee_gunner_exit(eject);
652 self.touch = vehicles_touch;
656 self.think = bumblebee_land;
657 self.nextthink = time;
660 self.movetype = MOVETYPE_TOSS;
665 fixedmakevectors(self.angles);
667 if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
668 spot = self.origin + v_up * 128 + v_forward * 300;
670 spot = self.origin + v_up * 128 - v_forward * 300;
672 spot = vehicles_findgoodexit(spot);
675 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
676 self.gun3.enemy.effects |= EF_NODRAW;
679 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
680 self.owner.velocity_z += 10;
681 setorigin(self.owner, spot);
683 antilag_clear(self.owner, CS(self.owner));
687 void bumblebee_blowup()
689 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
690 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
691 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
692 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
693 DEATH_VH_BUMB_DEATH.m_id, world);
695 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
696 Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
698 if(self.owner.deadflag == DEAD_DYING)
699 self.owner.deadflag = DEAD_DEAD;
704 void bumblebee_diethink()
706 if(time >= self.wait)
707 self.think = bumblebee_blowup;
711 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
712 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
715 self.nextthink = time + 0.1;
718 spawnfunc(vehicle_bumblebee)
720 if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
721 if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
724 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
726 if(autocvar_g_vehicle_bumblebee_bouncepain)
727 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
729 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
732 self.touch = bumblebee_touch;
734 self.movetype = MOVETYPE_BOUNCEMISSILE;
736 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
739 self.angles_z *= 0.8;
740 self.angles_x *= 0.8;
742 self.nextthink = time;
746 entity oldself = self;
749 setself(self.gunner1);
750 oldself.gun1.vehicle_exit(VHEF_EJECT);
751 entity oldother = other;
762 setself(self.gunner2);
763 oldself.gun2.vehicle_exit(VHEF_EJECT);
764 entity oldother = other;
774 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
777 entity oldself = self;
780 CSQCModel_UnlinkEntity(self);
783 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
784 self.gun3.enemy.effects |= EF_NODRAW;
788 setself(self.gunner1);
789 oldself.gun1.vehicle_exit(VHEF_EJECT);
795 setself(self.gunner2);
796 oldself.gun2.vehicle_exit(VHEF_EJECT);
800 self.vehicle_exit(VHEF_EJECT);
802 fixedmakevectors(self.angles);
803 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
804 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
805 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
807 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
810 _body.touch = bumblebee_blowup;
812 _body.touch = func_null;
814 _body.think = bumblebee_diethink;
815 _body.nextthink = time;
816 _body.wait = time + 2 + (random() * 8);
818 _body.enemy = self.enemy;
820 _body.angles = self.angles;
822 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
825 self.event_damage = func_null;
826 self.solid = SOLID_NOT;
827 self.takedamage = DAMAGE_NO;
828 self.deadflag = DEAD_DYING;
829 self.movetype = MOVETYPE_NONE;
830 self.effects = EF_NODRAW;
831 self.colormod = '0 0 0';
832 self.avelocity = '0 0 0';
833 self.velocity = '0 0 0';
834 self.touch = func_null;
837 setorigin(self, self.pos1);
841 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
846 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
847 self.vehicle_shieldent = spawn();
848 self.vehicle_shieldent.effects = EF_LOWPRECISION;
849 setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
850 setattachment(self.vehicle_shieldent, self, "");
851 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
852 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
853 self.vehicle_shieldent.think = shieldhit_think;
854 self.vehicle_shieldent.alpha = -1;
855 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
857 self.gun1 = new(vehicle_playerslot);
858 self.gun2 = new(vehicle_playerslot);
859 self.gun3 = new(bumblebee_raygun);
861 self.vehicle_flags |= VHF_MULTISLOT;
863 self.gun1.owner = self;
864 self.gun2.owner = self;
865 self.gun3.owner = self;
867 setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
868 setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
869 setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
871 setattachment(self.gun1, self, "cannon_right");
872 setattachment(self.gun2, self, "cannon_left");
874 // Angled bones are no fun, messes up gun-aim; so work arround it.
875 self.gun3.pos1 = self.angles;
876 self.angles = '0 0 0';
877 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
879 setattachment(self.gun3, self, "");
880 setorigin(self.gun3, ofs);
881 self.angles = self.gun3.pos1;
883 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
884 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
886 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
887 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
890 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
891 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
893 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
894 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
899 if(self.gun3.enemy == world)
901 self.gun3.enemy = spawn();
902 Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
903 self.gun3.enemy.SendFlags = BRG_SETUP;
904 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
905 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
909 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
910 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
911 self.solid = SOLID_BBOX;
912 self.movetype = MOVETYPE_TOSS;
913 self.damageforcescale = 0.025;
915 self.PlayerPhysplug = bumblebee_pilot_frame;
917 setorigin(self, self.origin + '0 0 25');
919 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
922 if(autocvar_g_vehicle_bumblebee_energy)
923 if(autocvar_g_vehicle_bumblebee_energy_regen)
924 self.vehicle_flags |= VHF_ENERGYREGEN;
926 if(autocvar_g_vehicle_bumblebee_shield)
927 self.vehicle_flags |= VHF_HASSHIELD;
929 if(autocvar_g_vehicle_bumblebee_shield_regen)
930 self.vehicle_flags |= VHF_SHIELDREGEN;
932 if(autocvar_g_vehicle_bumblebee_health_regen)
933 self.vehicle_flags |= VHF_HEALTHREGEN;
935 self.vehicle_exit = bumblebee_exit;
936 self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
937 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
938 self.max_health = self.vehicle_health;
939 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
945 void CSQC_BUMBLE_GUN_HUD()
947 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
948 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
949 string_null, '0 0 0');
952 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
954 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
955 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
956 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
958 float hudAlpha = autocvar_hud_panel_fg_alpha;
959 float blinkValue = 0.55 + sin(time * 7) * 0.45;
960 vector tmpPos = '0 0 0';
961 vector tmpSize = '1 1 1' * hud_fontsize;
962 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
964 if(!AuxiliaryXhair[1].draw2d)
966 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
967 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
970 if(!AuxiliaryXhair[2].draw2d)
972 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
973 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
976 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
978 Vehicles_drawCrosshair(vCROSS_HEAL);
980 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
982 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
983 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
984 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2