1 #include "bumblebee.qh"
3 const float BRG_SETUP = 2;
4 const float BRG_START = 4;
5 const float BRG_END = 8;
8 float autocvar_g_vehicle_bumblebee_respawntime = 60;
10 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
11 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
12 float autocvar_g_vehicle_bumblebee_speed_up = 350;
13 float autocvar_g_vehicle_bumblebee_speed_down = 350;
14 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
15 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
16 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
17 float autocvar_g_vehicle_bumblebee_friction = 0.5;
18 bool autocvar_g_vehicle_bumblebee_swim = false;
20 float autocvar_g_vehicle_bumblebee_energy = 500;
21 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
22 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
24 float autocvar_g_vehicle_bumblebee_health = 1000;
25 float autocvar_g_vehicle_bumblebee_health_regen = 65;
26 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
28 float autocvar_g_vehicle_bumblebee_shield = 400;
29 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
30 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
32 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
33 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
34 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
36 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
38 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
39 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
40 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
41 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
42 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
45 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
46 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
47 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
48 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
50 bool autocvar_g_vehicle_bumblebee_raygun = false;
51 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
52 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
53 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
54 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
56 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
57 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
58 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
59 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
60 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
61 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
63 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
64 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
65 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
66 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
67 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
69 bool autocvar_g_vehicle_bumblebee = true;
71 bool bumblebee_gunner_frame(entity this, float dt)
73 entity vehic = this.vehicle.owner;
74 entity gun = this.vehicle;
77 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
78 //vehicles_frame(gun, player);
80 vehic.solid = SOLID_NOT;
81 //setorigin(this, vehic.origin);
82 this.velocity = vehic.velocity;
86 makevectors(vehic.angles);
90 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
91 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
92 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
96 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
97 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
98 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
100 this.oldorigin = this.origin; // negate fall damage
102 crosshair_trace(this);
103 vector _ct = trace_endpos;
106 if(autocvar_g_vehicle_bumblebee_cannon_lock)
108 if(gun.lock_time < time)
112 if(trace_ent.move_movetype)
113 if(trace_ent.takedamage)
114 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
116 if(DIFF_TEAM(trace_ent, this))
118 gun.enemy = trace_ent;
119 gun.lock_time = time + 5;
126 float distance, impact_time;
128 vector vf = real_origin(gun.enemy);
129 vector _vel = gun.enemy.velocity;
130 if(gun.enemy.move_movetype == MOVETYPE_WALK)
135 distance = vlen(ad - this.origin);
136 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
137 ad = vf + _vel * impact_time;
141 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
142 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
143 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
144 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
148 vehicle_aimturret(vehic, _ct, gun, "fire",
149 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
150 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
152 if(!forbidWeaponUse(this))
153 if(PHYS_INPUT_BUTTON_ATCK(this))
154 if(time > gun.attack_finished_single[0])
155 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
157 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
158 bumblebee_fire_cannon(vehic, gun, "fire", this);
160 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
163 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
165 if(vehic.vehicle_flags & VHF_HASSHIELD)
166 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
168 ad = gettaginfo(gun, gettagindex(gun, "fire"));
169 traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
171 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
174 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
176 vehic.solid = SOLID_BBOX;
177 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
178 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
181 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
186 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
187 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
190 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
193 v2 = 0.5 * (gunner.absmin + gunner.absmax);
194 for(i = 0; i < 100; ++i)
198 v = v2 + normalize(v) * mysize;
199 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
200 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
204 return prefer_spot; // this should be considered a fallback?!
207 void bumblebee_gunner_exit(entity this, int _exitflag)
209 entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
210 entity gunner = this;
211 entity vehic = gunner.owner;
213 if(IS_REAL_CLIENT(player))
216 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
217 WriteEntity(MSG_ONE, player);
219 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
220 WriteAngle(MSG_ONE, 0);
221 WriteAngle(MSG_ONE, vehic.angles.y);
222 WriteAngle(MSG_ONE, 0);
225 CSQCVehicleSetup(player, HUD_NORMAL);
226 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
228 player.takedamage = DAMAGE_AIM;
229 player.solid = SOLID_SLIDEBOX;
230 set_movetype(player, MOVETYPE_WALK);
231 player.effects &= ~EF_NODRAW;
233 player.PlayerPhysplug = func_null;
234 player.view_ofs = STAT(PL_VIEW_OFS, player);
235 player.event_damage = PlayerDamage;
236 STAT(HUD, player) = HUD_NORMAL;
237 player.teleportable = TELEPORT_NORMAL;
238 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
240 .entity weaponentity = weaponentities[slot];
241 player.(weaponentity).m_switchweapon = gunner.(weaponentity).m_switchweapon;
242 delete(gunner.(weaponentity));
244 player.vehicle_enter_delay = time + 2;
246 fixedmakevectors(vehic.angles);
248 if(player == vehic.gunner1) { vehic.gunner1 = NULL; }
249 if(player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
251 vector spot = real_origin(gunner);
252 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
253 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
255 // TODO: figure a way to move player out of the gunner
257 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
258 player.velocity_z += 10;
260 gunner.phase = time + 5;
261 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
263 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
265 player.vehicle = NULL;
268 bool bumblebee_gunner_enter(entity this, entity player)
271 entity gunner = NULL;
273 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
275 // we can have some fun
276 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
277 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
278 if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
281 vehic.gunner1 = player;
286 vehic.gunner2 = player;
289 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
290 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
291 else { LOG_TRACE("Vehicle is full, fail"); return false; }
293 player.vehicle = gunner;
294 player.angles = vehic.angles;
295 player.takedamage = DAMAGE_NO;
296 player.solid = SOLID_NOT;
298 set_movetype(player, MOVETYPE_NOCLIP);
299 player.event_damage = func_null;
300 player.view_ofs = '0 0 0';
301 STAT(HUD, player) = STAT(HUD, gunner);
302 player.teleportable = false;
303 player.PlayerPhysplug = gunner.PlayerPhysplug;
304 player.vehicle_ammo1 = vehic.vehicle_ammo1;
305 player.vehicle_ammo2 = vehic.vehicle_ammo2;
306 player.vehicle_reload1 = vehic.vehicle_reload1;
307 player.vehicle_reload2 = vehic.vehicle_reload2;
308 player.vehicle_energy = vehic.vehicle_energy;
309 UNSET_ONGROUND(player);
311 RemoveGrapplingHooks(player);
313 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
315 .entity weaponentity = weaponentities[slot];
317 gunner.(weaponentity) = new(temp_wepent);
318 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
320 gunner.vehicle_exit = bumblebee_gunner_exit;
321 gunner.vehicle_hudmodel.viewmodelforclient = player;
323 if(IS_REAL_CLIENT(player))
326 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
327 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
329 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
330 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
331 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
332 WriteAngle(MSG_ONE, 0); // roll
335 CSQCVehicleSetup(player, STAT(HUD, player));
337 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
342 bool vehicles_valid_pilot(entity this, entity toucher)
344 if(IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots)
347 if((!IS_PLAYER(toucher))
348 || (IS_DEAD(toucher))
350 || (DIFF_TEAM(toucher, this))
356 void bumblebee_touch(entity this, entity toucher)
358 if(autocvar_g_vehicles_enter) { return; }
360 if(this.gunner1 != NULL && this.gunner2 != NULL)
362 vehicles_touch(this, toucher);
366 if(vehicles_valid_pilot(this, toucher))
368 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
370 if(time >= toucher.vehicle_enter_delay && phase_time)
371 if(bumblebee_gunner_enter(this, toucher))
375 vehicles_touch(this, toucher);
378 void bumblebee_regen(entity this, float dt)
380 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
381 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
382 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
384 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
385 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
386 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
388 if(this.vehicle_flags & VHF_SHIELDREGEN)
389 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);
391 if(this.vehicle_flags & VHF_HEALTHREGEN)
392 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, dt, false);
394 if(this.vehicle_flags & VHF_ENERGYREGEN)
395 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);
399 bool bumblebee_pilot_frame(entity this, float dt)
401 entity vehic = this.vehicle;
406 vehic.solid = SOLID_NOT;
407 vehic.takedamage = DAMAGE_NO;
408 set_movetype(vehic, MOVETYPE_NONE);
412 vehicles_frame(vehic, this);
416 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
420 bumblebee_regen(vehic, dt);
422 crosshair_trace(this);
424 vector vang = vehic.angles;
425 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
428 if(newvel.x > 180) newvel.x -= 360;
429 if(newvel.x < -180) newvel.x += 360;
430 if(newvel.y > 180) newvel.y -= 360;
431 if(newvel.y < -180) newvel.y += 360;
433 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
434 if(ftmp > 180) ftmp -= 360;
435 if(ftmp < -180) ftmp += 360;
436 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
440 if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
442 else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
445 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
446 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
447 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
449 vehic.angles_x = anglemods(vehic.angles.x);
450 vehic.angles_y = anglemods(vehic.angles.y);
451 vehic.angles_z = anglemods(vehic.angles.z);
453 makevectors('0 1 0' * vehic.angles.y);
454 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
456 if(CS(this).movement.x != 0)
458 if(CS(this).movement.x > 0)
459 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
460 else if(CS(this).movement.x < 0)
461 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
464 if(CS(this).movement.y != 0)
466 if(CS(this).movement.y < 0)
467 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
468 else if(CS(this).movement.y > 0)
469 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
470 ftmp = newvel * v_right;
472 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
476 vehic.angles_z *= 0.95;
477 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
481 if(PHYS_INPUT_BUTTON_CROUCH(this))
482 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
483 else if(PHYS_INPUT_BUTTON_JUMP(this))
484 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
486 vehic.velocity += newvel * dt;
487 this.velocity = CS(this).movement = vehic.velocity;
490 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
492 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
493 vehic.tur_head.enemy = NULL;
496 if(trace_ent.move_movetype)
497 if(trace_ent.takedamage)
498 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
502 if(trace_ent.team == this.team)
504 vehic.tur_head.enemy = trace_ent;
505 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
510 vehic.tur_head.enemy = trace_ent;
511 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
515 if(vehic.tur_head.enemy)
517 trace_endpos = real_origin(vehic.tur_head.enemy);
518 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
522 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
523 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
524 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
526 if(!forbidWeaponUse(this))
527 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))
529 vehic.gun3.enemy.realowner = this;
530 vehic.gun3.enemy.effects &= ~EF_NODRAW;
532 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
533 vehic.gun3.enemy.SendFlags |= BRG_START;
535 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
539 if(autocvar_g_vehicle_bumblebee_raygun)
541 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);
542 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
546 if(!IS_DEAD(trace_ent))
547 if((teamplay && trace_ent.team == this.team) || !teamplay)
550 if(IS_VEHICLE(trace_ent))
552 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
553 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
555 if(autocvar_g_vehicle_bumblebee_healgun_hps)
556 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
558 else if(IS_CLIENT(trace_ent))
560 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
561 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
563 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
564 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
566 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
568 else if(IS_TURRET(trace_ent))
570 if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
571 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
572 //else ..hmmm what? ammo?
574 trace_ent.SendFlags |= TNSF_STATUS;
580 vehic.gun3.enemy.hook_end = trace_endpos;
581 setorigin(vehic.gun3.enemy, trace_endpos);
582 vehic.gun3.enemy.SendFlags |= BRG_END;
584 vehic.wait = time + 1;
587 vehic.gun3.enemy.effects |= EF_NODRAW;
590 remove(vehic.gun3.enemy);
592 vehic.gun3.enemy = NULL;
596 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
597 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
599 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
600 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
602 if(vehic.vehicle_flags & VHF_HASSHIELD)
603 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
605 vehic.angles_x *= -1;
606 makevectors(vehic.angles);
607 vehic.angles_x *= -1;
608 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
609 this.oldorigin = this.origin; // negate fall damage
611 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
614 void bumblebee_land(entity this)
618 hgt = vehicle_altitude(this, 512);
619 this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
620 this.angles_x *= 0.95;
621 this.angles_z *= 0.95;
624 setthink(this, vehicles_think);
626 this.nextthink = time;
628 CSQCMODEL_AUTOUPDATE(this);
631 void bumblebee_exit(entity this, int eject)
633 if(this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
635 bumblebee_gunner_exit(this, eject);
639 settouch(this, vehicles_touch);
643 setthink(this, bumblebee_land);
644 this.nextthink = time;
647 set_movetype(this, MOVETYPE_TOSS);
652 fixedmakevectors(this.angles);
654 if(vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
655 spot = this.origin + v_up * 128 + v_forward * 300;
657 spot = this.origin + v_up * 128 - v_forward * 300;
659 spot = vehicles_findgoodexit(this, this.owner, spot);
662 if(this.gun3.enemy || !wasfreed(this.gun3.enemy))
663 this.gun3.enemy.effects |= EF_NODRAW;
665 this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
666 this.owner.velocity_z += 10;
667 setorigin(this.owner, spot);
669 antilag_clear(this.owner, CS(this.owner));
673 void bumblebee_blowup(entity this)
675 RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
676 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
677 autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
678 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
679 DEATH_VH_BUMB_DEATH.m_id, DMG_NOWEP, NULL);
681 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
682 Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
684 if(this.owner.deadflag == DEAD_DYING)
685 this.owner.deadflag = DEAD_DEAD;
690 void bumblebee_dead_touch(entity this, entity toucher)
692 bumblebee_blowup(this);
695 void bumblebee_diethink(entity this)
697 if(time >= this.wait)
698 setthink(this, bumblebee_blowup);
702 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
703 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
706 this.nextthink = time + 0.1;
709 spawnfunc(vehicle_bumblebee)
711 if(!autocvar_g_vehicle_bumblebee) { delete(this); return; }
712 if(!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
715 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
717 if(autocvar_g_vehicle_bumblebee_bouncepain)
718 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
720 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
722 settouch(instance, bumblebee_touch);
723 instance.nextthink = 0;
724 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
726 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
728 if(!instance.gunner1)
729 if(time >= instance.gun1.phase)
730 if(instance.gun1.vehicle_enter)
731 if(instance.gun1.vehicle_enter(instance, actor))
734 if(!instance.gunner2)
735 if(time >= instance.gun2.phase)
736 if(instance.gun2.vehicle_enter)
737 if(instance.gun2.vehicle_enter(instance, actor))
740 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
742 instance.angles_z *= 0.8;
743 instance.angles_x *= 0.8;
745 instance.nextthink = time;
751 entity e = instance.gunner1;
752 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
754 gettouch(instance)(instance, e);
760 entity e = instance.gunner2;
761 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
763 gettouch(instance)(instance, e);
768 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
770 CSQCModel_UnlinkEntity(instance);
773 if(instance.gun3.enemy || !wasfreed(instance.gun3.enemy))
774 instance.gun3.enemy.effects |= EF_NODRAW;
777 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
780 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
782 instance.vehicle_exit(instance, VHEF_EJECT);
784 fixedmakevectors(instance.angles);
785 vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
786 vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
787 vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
789 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
792 settouch(_body, bumblebee_dead_touch);
794 settouch(_body, func_null);
796 setthink(_body, bumblebee_diethink);
797 _body.nextthink = time;
798 _body.wait = time + 2 + (random() * 8);
799 _body.owner = instance;
800 _body.enemy = instance.enemy;
802 _body.angles = instance.angles;
804 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
807 instance.event_damage = func_null;
808 instance.solid = SOLID_NOT;
809 instance.takedamage = DAMAGE_NO;
810 instance.deadflag = DEAD_DYING;
811 set_movetype(instance, MOVETYPE_NONE);
812 instance.effects = EF_NODRAW;
813 instance.colormod = '0 0 0';
814 instance.avelocity = '0 0 0';
815 instance.velocity = '0 0 0';
816 settouch(instance, func_null);
817 instance.nextthink = 0;
819 setorigin(instance, instance.pos1);
821 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
825 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
826 instance.vehicle_shieldent = spawn();
827 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
828 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
829 setattachment(instance.vehicle_shieldent, instance, "");
830 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
831 instance.vehicle_shieldent.scale = 512 / vlen(instance.maxs - instance.mins);
832 setthink(instance.vehicle_shieldent, shieldhit_think);
833 instance.vehicle_shieldent.alpha = -1;
834 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
836 instance.gun1 = new(vehicle_playerslot);
837 instance.gun2 = new(vehicle_playerslot);
838 instance.gun3 = new(bumblebee_raygun);
840 instance.vehicle_flags |= VHF_MULTISLOT;
842 instance.gun1.owner = instance;
843 instance.gun2.owner = instance;
844 instance.gun3.owner = instance;
846 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
847 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
848 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
850 setattachment(instance.gun1, instance, "cannon_right");
851 setattachment(instance.gun2, instance, "cannon_left");
853 // Angled bones are no fun, messes up gun-aim; so work arround it.
854 instance.gun3.pos1 = instance.angles;
855 instance.angles = '0 0 0';
856 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
857 ofs -= instance.origin;
858 setattachment(instance.gun3, instance, "");
859 setorigin(instance.gun3, ofs);
860 instance.angles = instance.gun3.pos1;
862 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
863 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
865 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
866 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
869 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
870 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
872 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
873 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
875 instance.scale = 1.5;
878 if(instance.gun3.enemy == NULL)
880 instance.gun3.enemy = spawn();
881 Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
882 instance.gun3.enemy.SendFlags = BRG_SETUP;
883 instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
884 instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
888 if(!autocvar_g_vehicle_bumblebee_swim)
889 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
891 instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
892 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
893 instance.solid = SOLID_BBOX;
894 set_movetype(instance, MOVETYPE_TOSS);
895 instance.damageforcescale = 0.025;
897 instance.PlayerPhysplug = bumblebee_pilot_frame;
899 setorigin(instance, instance.origin + '0 0 25');
901 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
903 if(autocvar_g_vehicle_bumblebee_energy)
904 if(autocvar_g_vehicle_bumblebee_energy_regen)
905 instance.vehicle_flags |= VHF_ENERGYREGEN;
907 if(autocvar_g_vehicle_bumblebee_shield)
908 instance.vehicle_flags |= VHF_HASSHIELD;
910 if(autocvar_g_vehicle_bumblebee_shield_regen)
911 instance.vehicle_flags |= VHF_SHIELDREGEN;
913 if(autocvar_g_vehicle_bumblebee_health_regen)
914 instance.vehicle_flags |= VHF_HEALTHREGEN;
916 instance.vehicle_exit = bumblebee_exit;
917 instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
918 instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
919 instance.max_health = instance.vehicle_health;
920 instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
926 void CSQC_BUMBLE_GUN_HUD()
928 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
929 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
930 string_null, '0 0 0');
933 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
935 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
936 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
937 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
939 float hudAlpha = autocvar_hud_panel_fg_alpha;
940 float blinkValue = 0.55 + sin(time * 7) * 0.45;
941 vector tmpPos = '0 0 0';
942 vector tmpSize = '1 1 1' * hud_fontsize;
943 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
945 if(!AuxiliaryXhair[1].draw2d)
947 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
948 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
951 if(!AuxiliaryXhair[2].draw2d)
953 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
954 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
957 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
959 Vehicles_drawCrosshair(vCROSS_HEAL);
961 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
963 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
964 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
965 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2