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);
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);
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);
97 this.oldorigin = this.origin; // negate fall damage
99 crosshair_trace(this);
100 vector _ct = trace_endpos;
103 if (autocvar_g_vehicle_bumblebee_cannon_lock) {
104 if (gun.lock_time < time) {
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;
123 float distance, impact_time;
125 vector vf = real_origin(gun.enemy);
126 vector _vel = gun.enemy.velocity;
127 if (gun.enemy.move_movetype == MOVETYPE_WALK) {
133 distance = vlen(ad - this.origin);
134 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
135 ad = vf + _vel * impact_time;
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);
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);
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);
156 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
162 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
164 if (vehic.vehicle_flags & VHF_HASSHIELD) {
165 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));
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;
182 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
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) {
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
195 v2 = 0.5 * (gunner.absmin + gunner.absmax);
196 for (i = 0; i < 100; ++i) {
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) {
206 return prefer_spot; // this should be considered a fallback?!
209 void bumblebee_gunner_exit(entity this, int _exitflag)
211 entity player = ((this.owner.gun1 == this) ? this.owner.gunner1 : this.owner.gunner2);
212 entity gunner = this;
213 entity vehic = gunner.owner;
215 if (IS_REAL_CLIENT(player)) {
217 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
218 WriteEntity(MSG_ONE, player);
220 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
221 WriteAngle(MSG_ONE, 0);
222 WriteAngle(MSG_ONE, vehic.angles.y);
223 WriteAngle(MSG_ONE, 0);
226 CSQCVehicleSetup(player, HUD_NORMAL);
227 setsize(player, STAT(PL_MIN, player), STAT(PL_MAX, player));
229 player.takedamage = DAMAGE_AIM;
230 player.solid = SOLID_SLIDEBOX;
231 set_movetype(player, MOVETYPE_WALK);
232 player.effects &= ~EF_NODRAW;
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));
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) {
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)) {
279 vehic.gunner1 = player;
282 vehic.gunner2 = player;
284 } else if (!vehic.gunner1 && time >= vehic.gun1.phase) {
286 vehic.gunner1 = player;
287 } else if (!vehic.gunner2 && time >= vehic.gun2.phase) {
289 vehic.gunner2 = player;
290 } else { LOG_TRACE("Vehicle is full, fail"); return false; }
292 player.vehicle = gunner;
293 player.angles = vehic.angles;
294 player.takedamage = DAMAGE_NO;
295 player.solid = SOLID_NOT;
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);
310 RemoveGrapplingHooks(player);
312 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) {
313 .entity weaponentity = weaponentities[slot];
315 gunner.(weaponentity) = new(temp_wepent);
316 gunner.(weaponentity).m_switchweapon = player.(weaponentity).m_switchweapon;
318 gunner.vehicle_exit = bumblebee_gunner_exit;
319 gunner.vehicle_hudmodel.viewmodelforclient = player;
321 if (IS_REAL_CLIENT(player)) {
323 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
324 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
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
332 CSQCVehicleSetup(player, player.hud);
334 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
339 bool vehicles_valid_pilot(entity this, entity toucher)
341 if (IS_BOT_CLIENT(toucher) && !autocvar_g_vehicles_allow_bots) {
345 if ((!IS_PLAYER(toucher))
346 || (IS_DEAD(toucher))
348 || (DIFF_TEAM(toucher, this))
354 void bumblebee_touch(entity this, entity toucher)
356 if (autocvar_g_vehicles_enter) { return; }
358 if (this.gunner1 != NULL && this.gunner2 != NULL) {
359 vehicles_touch(this, toucher);
363 if (vehicles_valid_pilot(this, toucher)) {
364 float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
366 if (time >= toucher.vehicle_enter_delay && phase_time) {
367 if (bumblebee_gunner_enter(this, toucher)) {
373 vehicles_touch(this, toucher);
376 void bumblebee_regen(entity this, float dt)
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);
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);
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);
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);
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);
401 bool bumblebee_pilot_frame(entity this, float dt)
403 entity vehic = this.vehicle;
407 vehic.solid = SOLID_NOT;
408 vehic.takedamage = DAMAGE_NO;
409 set_movetype(vehic, MOVETYPE_NONE);
413 vehicles_frame(vehic, this);
415 if (IS_DEAD(vehic)) {
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) {
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);
450 vehic.angles_x = anglemods(vehic.angles.x);
451 vehic.angles_y = anglemods(vehic.angles.y);
452 vehic.angles_z = anglemods(vehic.angles.z);
454 makevectors('0 1 0' * vehic.angles.y);
455 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
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;
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;
471 ftmp = newvel * v_right;
473 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
475 vehic.angles_z *= 0.95;
476 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;
487 vehic.velocity += newvel * dt;
488 this.velocity = CS(this).movement = vehic.velocity;
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;
497 if (trace_ent.move_movetype) {
498 if (trace_ent.takedamage) {
499 if (!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent)) {
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;
506 vehic.tur_head.enemy = trace_ent;
507 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
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);
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);
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;
529 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
530 vehic.gun3.enemy.SendFlags |= BRG_START;
532 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
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;
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);
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);
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);
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);
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);
563 // else ..hmmm what? ammo?
565 trace_ent.SendFlags |= TNSF_STATUS;
572 vehic.gun3.enemy.hook_end = trace_endpos;
573 setorigin(vehic.gun3.enemy, trace_endpos);
574 vehic.gun3.enemy.SendFlags |= BRG_END;
576 vehic.wait = time + 1;
578 vehic.gun3.enemy.effects |= EF_NODRAW;
583 remove(vehic.gun3.enemy);
585 vehic.gun3.enemy = NULL;
589 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
590 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
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;
595 if (vehic.vehicle_flags & VHF_HASSHIELD) {
596 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
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
605 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
608 void bumblebee_land(entity this)
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;
618 setthink(this, vehicles_think);
621 this.nextthink = time;
623 CSQCMODEL_AUTOUPDATE(this);
626 void bumblebee_exit(entity this, int eject)
628 if (this.owner.vehicleid == VEH_BUMBLEBEE.vehicleid) {
629 bumblebee_gunner_exit(this, eject);
633 settouch(this, vehicles_touch);
635 if (!IS_DEAD(this)) {
636 setthink(this, bumblebee_land);
637 this.nextthink = time;
640 set_movetype(this, MOVETYPE_TOSS);
646 fixedmakevectors(this.angles);
648 if (vdist(this.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5)) {
649 spot = this.origin + v_up * 128 + v_forward * 300;
651 spot = this.origin + v_up * 128 - v_forward * 300;
654 spot = vehicles_findgoodexit(this, this.owner, spot);
657 if (this.gun3.enemy || !wasfreed(this.gun3.enemy)) {
658 this.gun3.enemy.effects |= EF_NODRAW;
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);
665 antilag_clear(this.owner, CS(this.owner));
669 void bumblebee_blowup(entity this)
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);
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);
680 if (this.owner.deadflag == DEAD_DYING) {
681 this.owner.deadflag = DEAD_DEAD;
687 void bumblebee_dead_touch(entity this, entity toucher)
689 bumblebee_blowup(this);
692 void bumblebee_diethink(entity this)
694 if (time >= this.wait) {
695 setthink(this, bumblebee_blowup);
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);
703 this.nextthink = time + 0.1;
706 spawnfunc(vehicle_bumblebee)
708 if (!autocvar_g_vehicle_bumblebee) { delete(this); return; }
709 if (!vehicle_initialize(this, VEH_BUMBLEBEE, false)) { delete(this); return; }
712 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
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);
718 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
720 settouch(instance, bumblebee_touch);
721 instance.nextthink = 0;
722 set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
724 METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
726 if (!instance.gunner1) {
727 if (time >= instance.gun1.phase) {
728 if (instance.gun1.vehicle_enter) {
729 if (instance.gun1.vehicle_enter(instance, actor)) {
736 if (!instance.gunner2) {
737 if (time >= instance.gun2.phase) {
738 if (instance.gun2.vehicle_enter) {
739 if (instance.gun2.vehicle_enter(instance, actor)) {
746 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
748 instance.angles_z *= 0.8;
749 instance.angles_x *= 0.8;
751 instance.nextthink = time;
753 if (!instance.owner) {
754 if (instance.gunner1) {
755 entity e = instance.gunner1;
756 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
758 gettouch(instance)(instance, e);
762 if (instance.gunner2) {
763 entity e = instance.gunner2;
764 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
766 gettouch(instance)(instance, e);
771 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
773 CSQCModel_UnlinkEntity(instance);
776 if (instance.gun3.enemy || !wasfreed(instance.gun3.enemy)) {
777 instance.gun3.enemy.effects |= EF_NODRAW;
780 if (instance.gunner1) {
781 instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
784 if (instance.gunner2) {
785 instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
788 instance.vehicle_exit(instance, VHEF_EJECT);
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);
795 entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
797 if (random() > 0.5) {
798 settouch(_body, bumblebee_dead_touch);
800 settouch(_body, func_null);
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;
809 _body.angles = instance.angles;
811 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(instance.origin, 16), '0 0 0', 1);
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;
826 setorigin(instance, instance.pos1);
828 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
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;
842 instance.gun1 = new(vehicle_playerslot);
843 instance.gun2 = new(vehicle_playerslot);
844 instance.gun3 = new(bumblebee_raygun);
846 instance.vehicle_flags |= VHF_MULTISLOT;
848 instance.gun1.owner = instance;
849 instance.gun2.owner = instance;
850 instance.gun3.owner = instance;
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);
856 setattachment(instance.gun1, instance, "cannon_right");
857 setattachment(instance.gun2, instance, "cannon_left");
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;
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);
871 setorigin(instance.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
872 setorigin(instance.vehicle_viewport, '5 0 2'); // Move camera forward up
875 setorigin(instance.gun1.vehicle_hudmodel, '90 -27 -23');
876 setorigin(instance.gun1.vehicle_viewport, '-85 0 50');
878 setorigin(instance.gun2.vehicle_hudmodel, '90 27 -23');
879 setorigin(instance.gun2.vehicle_viewport, '-85 0 50');
881 instance.scale = 1.5;
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;
893 if (!autocvar_g_vehicle_bumblebee_swim) {
894 instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
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;
903 instance.PlayerPhysplug = bumblebee_pilot_frame;
905 setorigin(instance, instance.origin + '0 0 25');
907 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
909 if (autocvar_g_vehicle_bumblebee_energy) {
910 if (autocvar_g_vehicle_bumblebee_energy_regen) {
911 instance.vehicle_flags |= VHF_ENERGYREGEN;
915 if (autocvar_g_vehicle_bumblebee_shield) {
916 instance.vehicle_flags |= VHF_HASSHIELD;
919 if (autocvar_g_vehicle_bumblebee_shield_regen) {
920 instance.vehicle_flags |= VHF_SHIELDREGEN;
923 if (autocvar_g_vehicle_bumblebee_health_regen) {
924 instance.vehicle_flags |= VHF_HEALTHREGEN;
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;
937 void CSQC_BUMBLE_GUN_HUD()
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');
944 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
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);
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);
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);
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);
966 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh, entity player))
968 Vehicles_drawCrosshair(vCROSS_HEAL);
970 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
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