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1 #include "bumblebee.qh"
2
3 const float BRG_SETUP = 2;
4 const float BRG_START = 4;
5 const float BRG_END = 8;
6
7 #ifdef SVQC
8 float autocvar_g_vehicle_bumblebee_respawntime = 60;
9
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;
19
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;
23
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;
27
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;
31
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;
35
36 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
37
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;
43
44
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;
49
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;
55
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;
62
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';
68
69 bool autocvar_g_vehicle_bumblebee = true;
70
71 bool bumblebee_gunner_frame(entity this, float dt)
72 {
73         entity vehic = this.vehicle.owner;
74         entity gun = this.vehicle;
75         return = true;
76
77         // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
78         // vehicles_frame(gun, player);
79
80         vehic.solid = SOLID_NOT;
81         // setorigin(this, vehic.origin);
82         this.velocity = vehic.velocity;
83
84         float _in, _out;
85         vehic.angles_x *= -1;
86         makevectors(vehic.angles);
87         vehic.angles_x *= -1;
88         if (gun == vehic.gun1) {
89                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
90                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
91                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
92         } else {
93                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
94                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
95                 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
96         }
97         this.oldorigin = this.origin; // negate fall damage
98
99         crosshair_trace(this);
100         vector _ct = trace_endpos;
101         vector ad;
102
103         if (autocvar_g_vehicle_bumblebee_cannon_lock) {
104                 if (gun.lock_time < time) {
105                         gun.enemy = NULL;
106                 }
107
108                 if (trace_ent) {
109                         if (trace_ent.move_movetype) {
110                                 if (trace_ent.takedamage) {
111                                         if (!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) {
112                                                 if (DIFF_TEAM(trace_ent, this)) {
113                                                         gun.enemy = trace_ent;
114                                                         gun.lock_time = time + 5;
115                                                 }
116                                         }
117                                 }
118                         }
119                 }
120         }
121
122         if (gun.enemy) {
123                 float distance, impact_time;
124
125                 vector vf = real_origin(gun.enemy);
126                 vector _vel = gun.enemy.velocity;
127                 if (gun.enemy.move_movetype == MOVETYPE_WALK) {
128                         _vel.z *= 0.1;
129                 }
130
131
132                 ad = vf;
133                 distance = vlen(ad - this.origin);
134                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
135                 ad = vf + _vel * impact_time;
136                 trace_endpos = ad;
137
138
139                 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
140                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
141                         autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
142                         _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
143         } else {
144                 vehicle_aimturret(vehic, _ct, gun, "fire",
145                         autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
146                         _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
147         }
148
149         if (!forbidWeaponUse(this)) {
150                 if (PHYS_INPUT_BUTTON_ATCK(this)) {
151                         if (time > gun.attack_finished_single[0]) {
152                                 if (gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost) {
153                                         gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
154                                         bumblebee_fire_cannon(vehic, gun, "fire", this);
155                                         gun.delay = time;
156                                         gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
157                                 }
158                         }
159                 }
160         }
161
162         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
163
164         if (vehic.vehicle_flags & VHF_HASSHIELD) {
165                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
166         }
167
168         ad = gettaginfo(gun, gettagindex(gun, "fire"));
169         traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
170
171         UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0);
172
173         if (vehic.owner) {
174                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
175         }
176
177         vehic.solid = SOLID_BBOX;
178         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
179         this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
180 }
181
182 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
183 {
184         // vector exitspot;
185         float mysize;
186
187         tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, player), STAT(PL_MAX, player), prefer_spot, MOVE_NORMAL, player);
188         if (trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) {
189                 return prefer_spot;
190         }
191
192         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         float i;
194         vector v, v2;
195         v2 = 0.5 * (gunner.absmin + gunner.absmax);
196         for (i = 0; i < 100; ++i) {
197                 v = randomvec();
198                 v_z = 0;
199                 v = v2 + normalize(v) * mysize;
200                 tracebox(v2, STAT(PL_MIN, player), STAT(PL_MAX, player), v, MOVE_NORMAL, player);
201                 if (trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid) {
202                         return v;
203                 }
204         }
205
206         return prefer_spot; // this should be considered a fallback?!
207 }
208
209 void bumblebee_gunner_exit(entity this, int _exitflag)
210 {
211         entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
212         entity gunner = this;
213         entity vehic = gunner.owner;
214
215         if (IS_REAL_CLIENT(player)) {
216                 msg_entity = player;
217                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
218                 WriteEntity(MSG_ONE, player);
219
220                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
221                 WriteAngle(MSG_ONE, 0);
222                 WriteAngle(MSG_ONE, vehic.angles.y);
223                 WriteAngle(MSG_ONE, 0);
224         }
225
226         CSQCVehicleSetup(player, HUD_NORMAL);
227         setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
228
229         player.takedamage     = DAMAGE_AIM;
230         player.solid          = SOLID_SLIDEBOX;
231         set_movetype(player, MOVETYPE_WALK);
232         player.effects       &= ~EF_NODRAW;
233         player.alpha          = 1;
234         player.PlayerPhysplug = func_null;
235         player.view_ofs       = STAT(PL_VIEW_OFS, player);
236         player.event_damage   = PlayerDamage;
237         player.hud            = HUD_NORMAL;
238         player.teleportable   = TELEPORT_NORMAL;
239         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));
243         }
244         player.vehicle_enter_delay = time + 2;
245
246         fixedmakevectors(vehic.angles);
247
248         if (player == vehic.gunner1) { vehic.gunner1 = NULL; }
249         if (player == vehic.gunner2) { vehic.gunner2 = NULL; v_right *= -1; }
250
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);
254
255         // TODO: figure a way to move player out of the gunner
256
257         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
258         player.velocity_z += 10;
259
260         gunner.phase = time + 5;
261         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
262
263         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
264
265         player.vehicle = NULL;
266 }
267
268 bool bumblebee_gunner_enter(entity this, entity player)
269 {
270         entity vehic = this;
271         entity gunner = NULL;
272
273         if (!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2) {
274                 // we can have some fun
275                 vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
276                 vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
277                 if (vlen2(player.origin - v1) < vlen2(player.origin - v2)) {
278                         gunner = vehic.gun1;
279                         vehic.gunner1 = player;
280                 } else {
281                         gunner = vehic.gun2;
282                         vehic.gunner2 = player;
283                 }
284         } else if (!vehic.gunner1 && time >= vehic.gun1.phase) {
285                 gunner = vehic.gun1;
286                 vehic.gunner1 = player;
287         } else if (!vehic.gunner2 && time >= vehic.gun2.phase) {
288                 gunner = vehic.gun2;
289                 vehic.gunner2 = player;
290         } else { LOG_TRACE("Vehicle is full, fail"); return false; }
291
292         player.vehicle          = gunner;
293         player.angles           = vehic.angles;
294         player.takedamage       = DAMAGE_NO;
295         player.solid            = SOLID_NOT;
296         player.alpha            = -1;
297         set_movetype(player, MOVETYPE_NOCLIP);
298         player.event_damage     = func_null;
299         player.view_ofs         = '0 0 0';
300         player.hud              = gunner.hud;
301         player.teleportable     = false;
302         player.PlayerPhysplug   = gunner.PlayerPhysplug;
303         player.vehicle_ammo1    = vehic.vehicle_ammo1;
304         player.vehicle_ammo2    = vehic.vehicle_ammo2;
305         player.vehicle_reload1  = vehic.vehicle_reload1;
306         player.vehicle_reload2  = vehic.vehicle_reload2;
307         player.vehicle_energy   = vehic.vehicle_energy;
308         UNSET_ONGROUND(player);
309
310         RemoveGrapplingHooks(player);
311
312         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) {
313                 .entity weaponentity = weaponentities[slot];
314
315                 gunner.(weaponentity) = new(temp_wepent);
316                 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
317         }
318         gunner.vehicle_exit = bumblebee_gunner_exit;
319         gunner.vehicle_hudmodel.viewmodelforclient = player;
320
321         if (IS_REAL_CLIENT(player)) {
322                 msg_entity = player;
323                 WriteByte(MSG_ONE,      SVC_SETVIEWPORT);
324                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
325
326                 WriteByte(MSG_ONE,      SVC_SETVIEWANGLES);
327                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
328                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
329                 WriteAngle(MSG_ONE,     0);                                // roll
330         }
331
332         CSQCVehicleSetup(player, player.hud);
333
334         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
335
336         return true;
337 }
338
339 bool vehicles_valid_pilot(entity this, entity toucher)
340 {
341         if (IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots) {
342                 return false;
343         }
344
345         if ((!IS_PLAYER(toucher))
346                 || (IS_DEAD(toucher))
347                 || (toucher.vehicle)
348                 || (DIFF_TEAM(toucher, this))
349         ) { return false; }
350
351         return true;
352 }
353
354 void bumblebee_touch(entity this, entity toucher)
355 {
356         if (autocvar_g_vehicles_enter) { return; }
357
358         if (this.gunner1 != NULL && this.gunner2 != NULL) {
359                 vehicles_touch(this, toucher);
360                 return;
361         }
362
363         if (vehicles_valid_pilot(this, toucher)) {
364                 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
365
366                 if (time >= toucher.vehicle_enter_delay && phase_time) {
367                         if (bumblebee_gunner_enter(this, toucher)) {
368                                 return;
369                         }
370                 }
371         }
372
373         vehicles_touch(this, toucher);
374 }
375
376 void bumblebee_regen(entity this, float dt)
377 {
378         if (this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) {
379                 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
380                         this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
381         }
382
383         if (this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time) {
384                 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
385                         this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * dt);
386         }
387
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);
390         }
391
392         if (this.vehicle_flags  & VHF_HEALTHREGEN) {
393                 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         }
395
396         if (this.vehicle_flags  & VHF_ENERGYREGEN) {
397                 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);
398         }
399 }
400
401 bool bumblebee_pilot_frame(entity this, float dt)
402 {
403         entity vehic = this.vehicle;
404         return = true;
405
406         if (game_stopped) {
407                 vehic.solid = SOLID_NOT;
408                 vehic.takedamage = DAMAGE_NO;
409                 set_movetype(vehic, MOVETYPE_NONE);
410                 return;
411         }
412
413         vehicles_frame(vehic, this);
414
415         if (IS_DEAD(vehic)) {
416                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
417                 return;
418         }
419
420         bumblebee_regen(vehic, dt);
421
422         crosshair_trace(this);
423
424         vector vang = vehic.angles;
425         vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
426         vang.x *= -1;
427         newvel.x *= -1;
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; }
432
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);
437
438         // Pitch
439         ftmp = 0;
440         if (CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit) {
441                 ftmp = 4;
442         } else if (CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit) {
443                 ftmp = -8;
444         }
445
446         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x, autocvar_g_vehicle_bumblebee_pitchlimit);
447         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
448         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
449
450         vehic.angles_x = anglemods(vehic.angles.x);
451         vehic.angles_y = anglemods(vehic.angles.y);
452         vehic.angles_z = anglemods(vehic.angles.z);
453
454         makevectors('0 1 0' * vehic.angles.y);
455         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
456
457         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;
462                 }
463         }
464
465         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                 }
471                 ftmp = newvel * v_right;
472                 ftmp *= dt * 0.1;
473                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
474         } else {
475                 vehic.angles_z *= 0.95;
476                 if (vehic.angles.z >= -1 && vehic.angles.z <= -1) {
477                         vehic.angles_z = 0;
478                 }
479         }
480
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;
485         }
486
487         vehic.velocity  += newvel * dt;
488         this.velocity = CS(this).movement  = vehic.velocity;
489
490
491         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;
494                 }
495
496                 if (trace_ent) {
497                         if (trace_ent.move_movetype) {
498                                 if (trace_ent.takedamage) {
499                                         if (!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) {
500                                                 if (teamplay) {
501                                                         if (trace_ent.team == this.team) {
502                                                                 vehic.tur_head.enemy = trace_ent;
503                                                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
504                                                         }
505                                                 } else {
506                                                         vehic.tur_head.enemy = trace_ent;
507                                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
508                                                 }
509                                         }
510                                 }
511                         }
512                 }
513
514                 if (vehic.tur_head.enemy) {
515                         trace_endpos = real_origin(vehic.tur_head.enemy);
516                         UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
517                 }
518         }
519
520         vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
521                 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
522                 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
523
524         if (!forbidWeaponUse(this)) {
525                 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)) {
526                         vehic.gun3.enemy.realowner = this;
527                         vehic.gun3.enemy.effects &= ~EF_NODRAW;
528
529                         vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
530                         vehic.gun3.enemy.SendFlags |= BRG_START;
531
532                         traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
533
534                         if (trace_ent) {
535                                 if (autocvar_g_vehicle_bumblebee_raygun) {
536                                         Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * PHYS_INPUT_FRAMETIME, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * PHYS_INPUT_FRAMETIME);
537                                         vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * PHYS_INPUT_FRAMETIME;
538                                 } else {
539                                         if (!IS_DEAD(trace_ent)) {
540                                                 if ((teamplay && trace_ent.team == this.team) || !teamplay) {
541                                                         if (IS_VEHICLE(trace_ent)) {
542                                                                 if (autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health) {
543                                                                         trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * dt, trace_ent.tur_head.max_health);
544                                                                 }
545
546                                                                 if (autocvar_g_vehicle_bumblebee_healgun_hps) {
547                                                                         trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
548                                                                 }
549                                                         } else if (IS_CLIENT(trace_ent)) {
550                                                                 if (trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps) {
551                                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
552                                                                 }
553
554                                                                 if (trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps) {
555                                                                         trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * dt, autocvar_g_vehicle_bumblebee_healgun_amax);
556                                                                 }
557
558                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, autocvar_g_vehicle_bumblebee_healgun_hmax);
559                                                         } else if (IS_TURRET(trace_ent)) {
560                                                                 if (trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps) {
561                                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * dt, trace_ent.max_health);
562                                                                 }
563                                                                 // else ..hmmm what? ammo?
564
565                                                                 trace_ent.SendFlags |= TNSF_STATUS;
566                                                         }
567                                                 }
568                                         }
569                                 }
570                         }
571
572                         vehic.gun3.enemy.hook_end = trace_endpos;
573                         setorigin(vehic.gun3.enemy, trace_endpos);
574                         vehic.gun3.enemy.SendFlags |= BRG_END;
575
576                         vehic.wait = time + 1;
577                 } else {
578                         vehic.gun3.enemy.effects |= EF_NODRAW;
579                 }
580         }
581         /*{
582             if(vehic.gun3.enemy)
583                 remove(vehic.gun3.enemy);
584
585             vehic.gun3.enemy = NULL;
586         }
587         */
588
589         VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
590         VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
591
592         this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
593         this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
594
595         if (vehic.vehicle_flags & VHF_HASSHIELD) {
596                 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
597         }
598
599         vehic.angles_x *= -1;
600         makevectors(vehic.angles);
601         vehic.angles_x *= -1;
602         setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
603         this.oldorigin = this.origin; // negate fall damage
604
605         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
606 }
607
608 void bumblebee_land(entity this)
609 {
610         float hgt;
611
612         hgt = vehicle_altitude(this, 512);
613         this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * PHYS_INPUT_FRAMETIME);
614         this.angles_x *= 0.95;
615         this.angles_z *= 0.95;
616
617         if (hgt < 16) {
618                 setthink(this, vehicles_think);
619         }
620
621         this.nextthink = time;
622
623         CSQCMODEL_AUTOUPDATE(this);
624 }
625
626 void bumblebee_exit(entity this, int eject)
627 {
628         if (this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid) {
629                 bumblebee_gunner_exit(this, eject);
630                 return;
631         }
632
633         settouch(this, vehicles_touch);
634
635         if (!IS_DEAD(this)) {
636                 setthink(this, bumblebee_land);
637                 this.nextthink  = time;
638         }
639
640         set_movetype(this, MOVETYPE_TOSS);
641
642         if (!this.owner) {
643                 return;
644         }
645
646         fixedmakevectors(this.angles);
647         vector spot;
648         if (vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5)) {
649                 spot = this.origin + v_up * 128 + v_forward * 300;
650         } else {
651                 spot = this.origin + v_up * 128 - v_forward * 300;
652         }
653
654         spot = vehicles_findgoodexit(this, this.owner, spot);
655
656         // Hide beam
657         if (this.gun3.enemy || !wasfreed(this.gun3.enemy)) {
658                 this.gun3.enemy.effects |= EF_NODRAW;
659         }
660
661         this.owner.velocity = 0.75 * this.vehicle.velocity + normalize(spot - this.vehicle.origin) * 200;
662         this.owner.velocity_z += 10;
663         setorigin(this.owner, spot);
664
665         antilag_clear(this.owner, CS(this.owner));
666         this.owner = NULL;
667 }
668
669 void bumblebee_blowup(entity this)
670 {
671         RadiusDamage(this, this.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
672                 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
673                 autocvar_g_vehicle_bumblebee_blowup_radius, this, NULL,
674                 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
675                 DEATH_VH_BUMB_DEATH.m_id, NULL);
676
677         sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
678         Send_Effect(EFFECT_EXPLOSION_BIG, (this.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
679
680         if (this.owner.deadflag == DEAD_DYING) {
681                 this.owner.deadflag = DEAD_DEAD;
682         }
683
684         delete(this);
685 }
686
687 void bumblebee_dead_touch(entity this, entity toucher)
688 {
689         bumblebee_blowup(this);
690 }
691
692 void bumblebee_diethink(entity this)
693 {
694         if (time >= this.wait) {
695                 setthink(this, bumblebee_blowup);
696         }
697
698         if (random() < 0.1) {
699                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
700                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (this.origin + '0 0 100'), '0 0 0', 1);
701         }
702
703         this.nextthink = time + 0.1;
704 }
705
706 spawnfunc(vehicle_bumblebee)
707 {
708         if (!autocvar_g_vehicle_bumblebee) { delete(this); return; }
709         if (!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
710 }
711
712 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
713 {
714         if (autocvar_g_vehicle_bumblebee_bouncepain) {
715                 vehicles_impact(instance, autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
716         }
717 }
718 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
719 {
720         settouch(instance, bumblebee_touch);
721         instance.nextthink = 0;
722         set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
723 }
724 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
725 {
726         if (!instance.gunner1) {
727                 if (time >= instance.gun1.phase) {
728                         if (instance.gun1.vehicle_enter) {
729                                 if (instance.gun1.vehicle_enter(instance, actor)) {
730                                         return;
731                                 }
732                         }
733                 }
734         }
735
736         if (!instance.gunner2) {
737                 if (time >= instance.gun2.phase) {
738                         if (instance.gun2.vehicle_enter) {
739                                 if (instance.gun2.vehicle_enter(instance, actor)) {
740                                         return;
741                                 }
742                         }
743                 }
744         }
745 }
746 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
747 {
748         instance.angles_z *= 0.8;
749         instance.angles_x *= 0.8;
750
751         instance.nextthink = time;
752
753         if (!instance.owner) {
754                 if (instance.gunner1) {
755                         entity e = instance.gunner1;
756                         instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
757                         instance.phase = 0;
758                         gettouch(instance)(instance, e);
759                         return;
760                 }
761
762                 if (instance.gunner2) {
763                         entity e = instance.gunner2;
764                         instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
765                         instance.phase = 0;
766                         gettouch(instance)(instance, e);
767                         return;
768                 }
769         }
770 }
771 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
772 {
773         CSQCModel_UnlinkEntity(instance);
774
775         // hide beam
776         if (instance.gun3.enemy || !wasfreed(instance.gun3.enemy)) {
777                 instance.gun3.enemy.effects |= EF_NODRAW;
778         }
779
780         if (instance.gunner1) {
781                 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
782         }
783
784         if (instance.gunner2) {
785                 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
786         }
787
788         instance.vehicle_exit(instance, VHEF_EJECT);
789
790         fixedmakevectors(instance.angles);
791         vehicle_tossgib(instance, instance.gun1, instance.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
792         vehicle_tossgib(instance, instance.gun2, instance.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
793         vehicle_tossgib(instance, instance.gun3, instance.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
794
795         entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
796
797         if (random() > 0.5) {
798                 settouch(_body, bumblebee_dead_touch);
799         } else {
800                 settouch(_body, func_null);
801         }
802
803         setthink(_body, bumblebee_diethink);
804         _body.nextthink = time;
805         _body.wait = time + 2 + (random() * 8);
806         _body.owner = instance;
807         _body.enemy = instance.enemy;
808         _body.scale = 1.5;
809         _body.angles = instance.angles;
810
811         Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
812
813         instance.health         = 0;
814         instance.event_damage   = func_null;
815         instance.solid          = SOLID_NOT;
816         instance.takedamage     = DAMAGE_NO;
817         instance.deadflag       = DEAD_DYING;
818         set_movetype(instance, MOVETYPE_NONE);
819         instance.effects        = EF_NODRAW;
820         instance.colormod       = '0 0 0';
821         instance.avelocity      = '0 0 0';
822         instance.velocity       = '0 0 0';
823         settouch(instance, func_null);
824         instance.nextthink      = 0;
825
826         setorigin(instance, instance.pos1);
827 }
828 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
829 {
830         if (!instance.gun1) {
831                 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
832                 instance.vehicle_shieldent = spawn();
833                 instance.vehicle_shieldent.effects = EF_LOWPRECISION;
834                 setmodel(instance.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
835                 setattachment(instance.vehicle_shieldent, instance, "");
836                 setorigin(instance.vehicle_shieldent, real_origin(instance) - instance.origin);
837                 instance.vehicle_shieldent.scale       = 512 / vlen(instance.maxs - instance.mins);
838                 setthink(instance.vehicle_shieldent, shieldhit_think);
839                 instance.vehicle_shieldent.alpha = -1;
840                 instance.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
841
842                 instance.gun1 = new(vehicle_playerslot);
843                 instance.gun2 = new(vehicle_playerslot);
844                 instance.gun3 = new(bumblebee_raygun);
845
846                 instance.vehicle_flags |= VHF_MULTISLOT;
847
848                 instance.gun1.owner = instance;
849                 instance.gun2.owner = instance;
850                 instance.gun3.owner = instance;
851
852                 setmodel(instance.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
853                 setmodel(instance.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
854                 setmodel(instance.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
855
856                 setattachment(instance.gun1, instance, "cannon_right");
857                 setattachment(instance.gun2, instance, "cannon_left");
858
859                 // Angled bones are no fun, messes up gun-aim; so work arround it.
860                 instance.gun3.pos1 = instance.angles;
861                 instance.angles = '0 0 0';
862                 vector ofs = gettaginfo(instance, gettagindex(instance, "raygun"));
863                 ofs -= instance.origin;
864                 setattachment(instance.gun3, instance, "");
865                 setorigin(instance.gun3, ofs);
866                 instance.angles = instance.gun3.pos1;
867
868                 vehicle_addplayerslot(instance, instance.gun1, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
869                 vehicle_addplayerslot(instance, instance.gun2, HUD_BUMBLEBEE_GUN, MDL_VEH_BUMBLEBEE_GUNCOCKPIT, bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
870
871                 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
872                 setorigin(instance.vehicle_viewport, '5 0 2');   // Move camera forward up
873
874                 // fixme-model-bones
875                 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
876                 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
877                 // fixme-model-bones
878                 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
879                 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
880
881                 instance.scale = 1.5;
882
883                 // Raygun beam
884                 if (instance.gun3.enemy == NULL) {
885                         instance.gun3.enemy = spawn();
886                         Net_LinkEntity(instance.gun3.enemy, true, 0, bumble_raygun_send);
887                         instance.gun3.enemy.SendFlags = BRG_SETUP;
888                         instance.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
889                         instance.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
890                 }
891         }
892
893         if (!autocvar_g_vehicle_bumblebee_swim) {
894                 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
895         }
896
897         instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
898         instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
899         instance.solid = SOLID_BBOX;
900         set_movetype(instance, MOVETYPE_TOSS);
901         instance.damageforcescale = 0.025;
902
903         instance.PlayerPhysplug = bumblebee_pilot_frame;
904
905         setorigin(instance, instance.origin + '0 0 25');
906 }
907 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
908 {
909         if (autocvar_g_vehicle_bumblebee_energy) {
910                 if (autocvar_g_vehicle_bumblebee_energy_regen) {
911                         instance.vehicle_flags |= VHF_ENERGYREGEN;
912                 }
913         }
914
915         if (autocvar_g_vehicle_bumblebee_shield) {
916                 instance.vehicle_flags |= VHF_HASSHIELD;
917         }
918
919         if (autocvar_g_vehicle_bumblebee_shield_regen) {
920                 instance.vehicle_flags |= VHF_SHIELDREGEN;
921         }
922
923         if (autocvar_g_vehicle_bumblebee_health_regen) {
924                 instance.vehicle_flags |= VHF_HEALTHREGEN;
925         }
926
927         instance.vehicle_exit = bumblebee_exit;
928         instance.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
929         instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
930         instance.max_health = instance.vehicle_health;
931         instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
932 }
933
934 #endif // SVQC
935 #ifdef CSQC
936
937 void CSQC_BUMBLE_GUN_HUD()
938 {
939         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
940                 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
941                 string_null, '0 0 0');
942 }
943
944 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
945 {
946         Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
947                 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
948                 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
949
950         float hudAlpha = autocvar_hud_panel_fg_alpha;
951         float blinkValue = 0.55 + sin(time * 7) * 0.45;
952         vector tmpPos  = '0 0 0';
953         vector tmpSize = '1 1 1' * hud_fontsize;
954         tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520 / 768);
955
956         if (!AuxiliaryXhair[1].draw2d) {
957                 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96 / 256) - tmpSize.y;
958                 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
959         }
960
961         if (!AuxiliaryXhair[2].draw2d) {
962                 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160 / 256);
963                 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
964         }
965 }
966 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
967 {
968         Vehicles_drawCrosshair(vCROSS_HEAL);
969 }
970 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
971 {
972         AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
973         AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
974         AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
975 }
976
977 #endif