1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
5 #include "bumblebee_weapons.qh"
7 CLASS(Bumblebee, Vehicle)
8 /* spawnflags */ ATTRIB(Bumblebee, spawnflags, int, VHF_DMGSHAKE);
9 /* mins */ ATTRIB(Bumblebee, mins, vector, '-245 -130 -130');
10 /* maxs */ ATTRIB(Bumblebee, maxs, vector, '230 130 130');
11 /* view offset*/ ATTRIB(Bumblebee, view_ofs, vector, '0 0 300');
12 /* view dist */ ATTRIB(Bumblebee, height, float, 450);
13 /* model */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
14 /* model */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
15 /* head_model */ ATTRIB(Bumblebee, head_model, string, "");
16 /* hud_model */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
17 /* tags */ ATTRIB(Bumblebee, tag_head, string, "");
18 /* tags */ ATTRIB(Bumblebee, tag_hud, string, "");
19 /* tags */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport");
20 /* netname */ ATTRIB(Bumblebee, netname, string, "bumblebee");
21 /* fullname */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee"));
22 /* icon */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble");
24 REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
30 const float BRG_SETUP = 2;
31 const float BRG_START = 4;
32 const float BRG_END = 8;
35 float autocvar_g_vehicle_bumblebee_respawntime = 60;
37 float autocvar_g_vehicle_bumblebee_speed_forward = 350;
38 float autocvar_g_vehicle_bumblebee_speed_strafe = 350;
39 float autocvar_g_vehicle_bumblebee_speed_up = 350;
40 float autocvar_g_vehicle_bumblebee_speed_down = 350;
41 float autocvar_g_vehicle_bumblebee_turnspeed = 120;
42 float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
43 float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
44 float autocvar_g_vehicle_bumblebee_friction = 0.5;
46 float autocvar_g_vehicle_bumblebee_energy = 500;
47 float autocvar_g_vehicle_bumblebee_energy_regen = 50;
48 float autocvar_g_vehicle_bumblebee_energy_regen_pause = 1;
50 float autocvar_g_vehicle_bumblebee_health = 1000;
51 float autocvar_g_vehicle_bumblebee_health_regen = 65;
52 float autocvar_g_vehicle_bumblebee_health_regen_pause = 10;
54 float autocvar_g_vehicle_bumblebee_shield = 400;
55 float autocvar_g_vehicle_bumblebee_shield_regen = 150;
56 float autocvar_g_vehicle_bumblebee_shield_regen_pause = 0.75;
58 float autocvar_g_vehicle_bumblebee_cannon_ammo = 100;
59 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen = 100;
60 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause = 1;
62 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
64 float autocvar_g_vehicle_bumblebee_cannon_turnspeed = 160;
65 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down = 60;
66 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up = 60;
67 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in = 20;
68 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out = 80;
71 float autocvar_g_vehicle_bumblebee_raygun_turnspeed = 180;
72 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down = 20;
73 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up = 5;
74 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides = 35;
76 bool autocvar_g_vehicle_bumblebee_raygun = false;
77 float autocvar_g_vehicle_bumblebee_raygun_range = 2048;
78 float autocvar_g_vehicle_bumblebee_raygun_dps = 250;
79 float autocvar_g_vehicle_bumblebee_raygun_aps = 100;
80 float autocvar_g_vehicle_bumblebee_raygun_fps = 100;
82 float autocvar_g_vehicle_bumblebee_healgun_hps = 150;
83 float autocvar_g_vehicle_bumblebee_healgun_hmax = 100;
84 float autocvar_g_vehicle_bumblebee_healgun_aps = 75;
85 float autocvar_g_vehicle_bumblebee_healgun_amax = 100;
86 float autocvar_g_vehicle_bumblebee_healgun_sps = 100;
87 float autocvar_g_vehicle_bumblebee_healgun_locktime = 2.5;
89 float autocvar_g_vehicle_bumblebee_blowup_radius = 500;
90 float autocvar_g_vehicle_bumblebee_blowup_coredamage = 500;
91 float autocvar_g_vehicle_bumblebee_blowup_edgedamage = 100;
92 float autocvar_g_vehicle_bumblebee_blowup_forceintensity = 600;
93 vector autocvar_g_vehicle_bumblebee_bouncepain = '1 100 200';
95 bool autocvar_g_vehicle_bumblebee = true;
97 bool bumblebee_gunner_frame(entity this)
99 entity vehic = this.vehicle.owner;
100 entity gun = this.vehicle;
103 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
104 //vehicles_frame(gun, player);
106 vehic.solid = SOLID_NOT;
107 //setorigin(this, vehic.origin);
108 this.velocity = vehic.velocity;
111 vehic.angles_x *= -1;
112 makevectors(vehic.angles);
113 vehic.angles_x *= -1;
114 if(gun == vehic.gun1)
116 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
117 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
118 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
122 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
123 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
124 setorigin(this, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
127 crosshair_trace(this);
128 vector _ct = trace_endpos;
131 if(autocvar_g_vehicle_bumblebee_cannon_lock)
133 if(gun.lock_time < time)
137 if(trace_ent.movetype)
138 if(trace_ent.takedamage)
139 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
141 if(DIFF_TEAM(trace_ent, this))
143 gun.enemy = trace_ent;
144 gun.lock_time = time + 5;
151 float distance, impact_time;
153 vector vf = real_origin(gun.enemy);
154 vector _vel = gun.enemy.velocity;
155 if(gun.enemy.movetype == MOVETYPE_WALK)
160 distance = vlen(ad - this.origin);
161 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
162 ad = vf + _vel * impact_time;
166 UpdateAuxiliaryXhair(this, ad, '1 0 1', 1);
167 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
168 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
169 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
173 vehicle_aimturret(vehic, _ct, gun, "fire",
174 autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
175 _out * -1, _in, autocvar_g_vehicle_bumblebee_cannon_turnspeed);
177 if(!forbidWeaponUse(this))
178 if(PHYS_INPUT_BUTTON_ATCK(this))
179 if(time > gun.attack_finished_single[0])
180 if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
182 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
183 bumblebee_fire_cannon(vehic, gun, "fire", this);
185 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
188 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
190 if(vehic.vehicle_flags & VHF_HASSHIELD)
191 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
193 ad = gettaginfo(gun, gettagindex(gun, "fire"));
194 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
196 UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
199 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), ((this == vehic.gunner1) ? 1 : 2));
201 vehic.solid = SOLID_BBOX;
202 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
203 this.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
206 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
211 tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
212 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
215 mysize = 1.5 * vlen(STAT(PL_MAX, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size
218 v2 = 0.5 * (gunner.absmin + gunner.absmax);
219 for(i = 0; i < 100; ++i)
223 v = v2 + normalize(v) * mysize;
224 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
225 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
229 return prefer_spot; // this should be considered a fallback?!
232 void bumblebee_gunner_exit(int _exitflag)
234 entity player = self;
235 entity gunner = player.vehicle;
236 entity vehic = gunner.owner;
238 if(IS_REAL_CLIENT(player))
241 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
242 WriteEntity(MSG_ONE, player);
244 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
245 WriteAngle(MSG_ONE, 0);
246 WriteAngle(MSG_ONE, vehic.angles.y);
247 WriteAngle(MSG_ONE, 0);
250 CSQCVehicleSetup(player, HUD_NORMAL);
251 setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
253 player.takedamage = DAMAGE_AIM;
254 player.solid = SOLID_SLIDEBOX;
255 player.movetype = MOVETYPE_WALK;
256 player.effects &= ~EF_NODRAW;
258 player.PlayerPhysplug = func_null;
259 player.view_ofs = STAT(PL_VIEW_OFS, NULL);
260 player.event_damage = PlayerDamage;
261 player.hud = HUD_NORMAL;
262 player.teleportable = TELEPORT_NORMAL;
263 PS(player).m_switchweapon = gunner.m_switchweapon;
264 player.vehicle_enter_delay = time + 2;
266 fixedmakevectors(vehic.angles);
268 if(player == vehic.gunner1) { vehic.gunner1 = world; }
269 if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
271 vector spot = real_origin(gunner);
272 spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
273 spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
275 // TODO: figure a way to move player out of the gunner
277 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
278 player.velocity_z += 10;
280 gunner.phase = time + 5;
281 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
283 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
285 player.vehicle = world;
288 bool bumblebee_gunner_enter()
291 entity player = other;
292 entity gunner = world;
294 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
296 // we can have some fun
297 if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
300 vehic.gunner2 = player;
305 vehic.gunner1 = player;
308 else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
309 else if(!vehic.gunner2 && time >= vehic.gun2.phase) { gunner = vehic.gun2; vehic.gunner2 = player; }
310 else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
312 player.vehicle = gunner;
313 player.angles = vehic.angles;
314 player.takedamage = DAMAGE_NO;
315 player.solid = SOLID_NOT;
317 player.movetype = MOVETYPE_NOCLIP;
318 player.event_damage = func_null;
319 player.view_ofs = '0 0 0';
320 player.hud = gunner.hud;
321 player.teleportable = false;
322 player.PlayerPhysplug = gunner.PlayerPhysplug;
323 player.vehicle_ammo1 = vehic.vehicle_ammo1;
324 player.vehicle_ammo2 = vehic.vehicle_ammo2;
325 player.vehicle_reload1 = vehic.vehicle_reload1;
326 player.vehicle_reload2 = vehic.vehicle_reload2;
327 player.vehicle_energy = vehic.vehicle_energy;
328 player.flags &= ~FL_ONGROUND;
330 RemoveGrapplingHook(player);
332 gunner.m_switchweapon = PS(player).m_switchweapon;
333 gunner.vehicle_exit = bumblebee_gunner_exit;
334 gunner.vehicle_hudmodel.viewmodelforclient = player;
336 if(IS_REAL_CLIENT(player))
339 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
340 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
342 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
343 WriteAngle(MSG_ONE, gunner.angles_x + vehic.angles_x); // tilt
344 WriteAngle(MSG_ONE, gunner.angles_y + vehic.angles_y); // yaw
345 WriteAngle(MSG_ONE, 0); // roll
348 CSQCVehicleSetup(player, player.hud);
350 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
355 bool vehicles_valid_pilot()
357 if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
360 if((!IS_PLAYER(other))
363 || (DIFF_TEAM(other, self))
369 void bumblebee_touch()
371 if(autocvar_g_vehicles_enter) { return; }
373 if(self.gunner1 != world && self.gunner2 != world)
379 if(vehicles_valid_pilot())
381 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
383 if(time >= other.vehicle_enter_delay && phase_time)
384 if(bumblebee_gunner_enter())
391 void bumblebee_regen(entity this)
393 if(this.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
394 this.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
395 this.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
397 if(this.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
398 this.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
399 this.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
401 if(this.vehicle_flags & VHF_SHIELDREGEN)
402 vehicles_regen(this, this.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
404 if(this.vehicle_flags & VHF_HEALTHREGEN)
405 vehicles_regen(this, this.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
407 if(this.vehicle_flags & VHF_ENERGYREGEN)
408 vehicles_regen(this, this.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
412 bool bumblebee_pilot_frame(entity this)
414 entity vehic = this.vehicle;
417 if(intermission_running)
419 vehic.velocity = '0 0 0';
420 vehic.avelocity = '0 0 0';
424 vehicles_frame(vehic, this);
428 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
432 bumblebee_regen(vehic);
434 crosshair_trace(this);
436 vector vang = vehic.angles;
437 vector newvel = vectoangles(normalize(trace_endpos - vehic.origin + '0 0 32'));
440 if(newvel.x > 180) newvel.x -= 360;
441 if(newvel.x < -180) newvel.x += 360;
442 if(newvel.y > 180) newvel.y -= 360;
443 if(newvel.y < -180) newvel.y += 360;
445 float ftmp = shortangle_f(this.v_angle.y - vang.y, vang.y);
446 if(ftmp > 180) ftmp -= 360;
447 if(ftmp < -180) ftmp += 360;
448 vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
452 if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
454 else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
457 newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
458 ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
459 vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
461 vehic.angles_x = anglemods(vehic.angles.x);
462 vehic.angles_y = anglemods(vehic.angles.y);
463 vehic.angles_z = anglemods(vehic.angles.z);
465 makevectors('0 1 0' * vehic.angles.y);
466 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
468 if(this.movement.x != 0)
470 if(this.movement.x > 0)
471 newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
472 else if(this.movement.x < 0)
473 newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
476 if(this.movement.y != 0)
478 if(this.movement.y < 0)
479 newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
480 else if(this.movement.y > 0)
481 newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
482 ftmp = newvel * v_right;
483 ftmp *= frametime * 0.1;
484 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
488 vehic.angles_z *= 0.95;
489 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
493 if(PHYS_INPUT_BUTTON_CROUCH(this))
494 newvel -= v_up * autocvar_g_vehicle_bumblebee_speed_down;
495 else if(PHYS_INPUT_BUTTON_JUMP(this))
496 newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
498 vehic.velocity += newvel * frametime;
499 this.velocity = this.movement = vehic.velocity;
502 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
504 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
505 vehic.tur_head.enemy = world;
508 if(trace_ent.movetype)
509 if(trace_ent.takedamage)
510 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
514 if(trace_ent.team == this.team)
516 vehic.tur_head.enemy = trace_ent;
517 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
522 vehic.tur_head.enemy = trace_ent;
523 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
527 if(vehic.tur_head.enemy)
529 trace_endpos = real_origin(vehic.tur_head.enemy);
530 UpdateAuxiliaryXhair(this, trace_endpos, '0 0.75 0', 0);
534 vang = vehicle_aimturret(vehic, trace_endpos, vehic.gun3, "fire",
535 autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
536 autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
538 if(!forbidWeaponUse(this))
539 if((PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
541 vehic.gun3.enemy.realowner = this;
542 vehic.gun3.enemy.effects &= ~EF_NODRAW;
544 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
545 vehic.gun3.enemy.SendFlags |= BRG_START;
547 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
551 if(autocvar_g_vehicle_bumblebee_raygun)
553 Damage(trace_ent, vehic, this, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
554 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
558 if(!IS_DEAD(trace_ent))
559 if((teamplay && trace_ent.team == this.team) || !teamplay)
562 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
564 if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
565 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
567 if(autocvar_g_vehicle_bumblebee_healgun_hps)
568 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
570 else if(IS_CLIENT(trace_ent))
572 if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
573 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
575 if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
576 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
578 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
580 else if(IS_TURRET(trace_ent))
582 if(trace_ent.health <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
583 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
584 //else ..hmmm what? ammo?
586 trace_ent.SendFlags |= TNSF_STATUS;
592 vehic.gun3.enemy.hook_end = trace_endpos;
593 setorigin(vehic.gun3.enemy, trace_endpos);
594 vehic.gun3.enemy.SendFlags |= BRG_END;
596 vehic.wait = time + 1;
599 vehic.gun3.enemy.effects |= EF_NODRAW;
602 remove(vehic.gun3.enemy);
604 vehic.gun3.enemy = world;
608 VEHICLE_UPDATE_PLAYER(this, vehic, health, bumblebee);
609 VEHICLE_UPDATE_PLAYER(this, vehic, energy, bumblebee);
611 this.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
612 this.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
614 if(vehic.vehicle_flags & VHF_HASSHIELD)
615 VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
617 vehic.angles_x *= -1;
618 makevectors(vehic.angles);
619 vehic.angles_x *= -1;
620 setorigin(this, vehic.origin + v_up * 48 + v_forward * 160);
622 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
625 void bumblebee_land()
629 hgt = raptor_altitude(512);
630 self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
631 self.angles_x *= 0.95;
632 self.angles_z *= 0.95;
635 self.think = vehicles_think;
637 self.nextthink = time;
639 CSQCMODEL_AUTOUPDATE(self);
642 void bumblebee_exit(float eject)
644 if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
646 bumblebee_gunner_exit(eject);
650 self.touch = vehicles_touch;
654 self.think = bumblebee_land;
655 self.nextthink = time;
658 self.movetype = MOVETYPE_TOSS;
663 fixedmakevectors(self.angles);
665 if(vdist(self.velocity, >, autocvar_g_vehicle_bumblebee_speed_forward * 0.5))
666 spot = self.origin + v_up * 128 + v_forward * 300;
668 spot = self.origin + v_up * 128 - v_forward * 300;
670 spot = vehicles_findgoodexit(spot);
673 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
674 self.gun3.enemy.effects |= EF_NODRAW;
677 self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
678 self.owner.velocity_z += 10;
679 setorigin(self.owner, spot);
681 antilag_clear(self.owner, CS(self.owner));
685 void bumblebee_blowup()
687 RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
688 autocvar_g_vehicle_bumblebee_blowup_edgedamage,
689 autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
690 autocvar_g_vehicle_bumblebee_blowup_forceintensity,
691 DEATH_VH_BUMB_DEATH.m_id, world);
693 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
694 Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
696 if(self.owner.deadflag == DEAD_DYING)
697 self.owner.deadflag = DEAD_DEAD;
702 void bumblebee_diethink()
704 if(time >= self.wait)
705 self.think = bumblebee_blowup;
709 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
710 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
713 self.nextthink = time + 0.1;
716 spawnfunc(vehicle_bumblebee)
718 if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
719 if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
722 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh, entity instance))
724 if(autocvar_g_vehicle_bumblebee_bouncepain)
725 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
727 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh, entity instance))
730 self.touch = bumblebee_touch;
732 self.movetype = MOVETYPE_BOUNCEMISSILE;
734 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
737 self.angles_z *= 0.8;
738 self.angles_x *= 0.8;
740 self.nextthink = time;
744 entity oldself = self;
747 setself(self.gunner1);
748 oldself.gun1.vehicle_exit(VHEF_EJECT);
749 entity oldother = other;
760 setself(self.gunner2);
761 oldself.gun2.vehicle_exit(VHEF_EJECT);
762 entity oldother = other;
772 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh, entity instance))
775 entity oldself = self;
778 CSQCModel_UnlinkEntity(self);
781 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
782 self.gun3.enemy.effects |= EF_NODRAW;
786 setself(self.gunner1);
787 oldself.gun1.vehicle_exit(VHEF_EJECT);
793 setself(self.gunner2);
794 oldself.gun2.vehicle_exit(VHEF_EJECT);
798 self.vehicle_exit(VHEF_EJECT);
800 fixedmakevectors(self.angles);
801 vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
802 vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
803 vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
805 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
808 _body.touch = bumblebee_blowup;
810 _body.touch = func_null;
812 _body.think = bumblebee_diethink;
813 _body.nextthink = time;
814 _body.wait = time + 2 + (random() * 8);
816 _body.enemy = self.enemy;
818 _body.angles = self.angles;
820 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
823 self.event_damage = func_null;
824 self.solid = SOLID_NOT;
825 self.takedamage = DAMAGE_NO;
826 self.deadflag = DEAD_DYING;
827 self.movetype = MOVETYPE_NONE;
828 self.effects = EF_NODRAW;
829 self.colormod = '0 0 0';
830 self.avelocity = '0 0 0';
831 self.velocity = '0 0 0';
832 self.touch = func_null;
835 setorigin(self, self.pos1);
839 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh, entity instance))
844 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
845 self.vehicle_shieldent = spawn();
846 self.vehicle_shieldent.effects = EF_LOWPRECISION;
847 setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
848 setattachment(self.vehicle_shieldent, self, "");
849 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
850 self.vehicle_shieldent.scale = 512 / vlen(self.maxs - self.mins);
851 self.vehicle_shieldent.think = shieldhit_think;
852 self.vehicle_shieldent.alpha = -1;
853 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
855 self.gun1 = new(vehicle_playerslot);
856 self.gun2 = new(vehicle_playerslot);
857 self.gun3 = new(bumblebee_raygun);
859 self.vehicle_flags |= VHF_MULTISLOT;
861 self.gun1.owner = self;
862 self.gun2.owner = self;
863 self.gun3.owner = self;
865 setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
866 setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
867 setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
869 setattachment(self.gun1, self, "cannon_right");
870 setattachment(self.gun2, self, "cannon_left");
872 // Angled bones are no fun, messes up gun-aim; so work arround it.
873 self.gun3.pos1 = self.angles;
874 self.angles = '0 0 0';
875 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
877 setattachment(self.gun3, self, "");
878 setorigin(self.gun3, ofs);
879 self.angles = self.gun3.pos1;
881 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
882 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
884 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
885 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
888 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
889 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
891 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
892 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
897 if(self.gun3.enemy == world)
899 self.gun3.enemy = spawn();
900 Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
901 self.gun3.enemy.SendFlags = BRG_SETUP;
902 self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
903 self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
907 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
908 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
909 self.solid = SOLID_BBOX;
910 self.movetype = MOVETYPE_TOSS;
911 self.damageforcescale = 0.025;
913 self.PlayerPhysplug = bumblebee_pilot_frame;
915 setorigin(self, self.origin + '0 0 25');
917 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
920 if(autocvar_g_vehicle_bumblebee_energy)
921 if(autocvar_g_vehicle_bumblebee_energy_regen)
922 self.vehicle_flags |= VHF_ENERGYREGEN;
924 if(autocvar_g_vehicle_bumblebee_shield)
925 self.vehicle_flags |= VHF_HASSHIELD;
927 if(autocvar_g_vehicle_bumblebee_shield_regen)
928 self.vehicle_flags |= VHF_SHIELDREGEN;
930 if(autocvar_g_vehicle_bumblebee_health_regen)
931 self.vehicle_flags |= VHF_HEALTHREGEN;
933 self.vehicle_exit = bumblebee_exit;
934 self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
935 self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
936 self.max_health = self.vehicle_health;
937 self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
943 void CSQC_BUMBLE_GUN_HUD()
945 Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
946 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
947 string_null, '0 0 0');
950 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
952 Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
953 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
954 "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
956 float hudAlpha = autocvar_hud_panel_fg_alpha;
957 float blinkValue = 0.55 + sin(time * 7) * 0.45;
958 vector tmpPos = '0 0 0';
959 vector tmpSize = '1 1 1' * hud_fontsize;
960 tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
962 if(!AuxiliaryXhair[1].draw2d)
964 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
965 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
968 if(!AuxiliaryXhair[2].draw2d)
970 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
971 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
974 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
976 Vehicles_drawCrosshair(vCROSS_HEAL);
978 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh, entity instance))
980 AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Raygun-locked
981 AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
982 AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2