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Vehicles: always show smoke when low on health, even when empty
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1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
4
5 #include "bumblebee_weapons.qc"
6
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 /* model          */ ATTRIB(Bumblebee, mdl, string, "models/vehicles/bumblebee_body.dpm");
12 /* model          */ ATTRIB(Bumblebee, model, string, "models/vehicles/bumblebee_body.dpm");
13 /* head_model */ ATTRIB(Bumblebee, head_model, string, "");
14 /* hud_model  */ ATTRIB(Bumblebee, hud_model, string, "models/vehicles/spiderbot_cockpit.dpm");
15 /* tags       */ ATTRIB(Bumblebee, tag_head, string, "");
16 /* tags       */ ATTRIB(Bumblebee, tag_hud, string, "");
17 /* tags       */ ATTRIB(Bumblebee, tag_view, string, "tag_viewport");
18 /* netname    */ ATTRIB(Bumblebee, netname, string, "bumblebee");
19 /* fullname   */ ATTRIB(Bumblebee, vehicle_name, string, _("Bumblebee"));
20 /* icon       */ ATTRIB(Bumblebee, m_icon, string, "vehicle_bumble");
21 ENDCLASS(Bumblebee)
22 REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
23
24 #endif
25
26 #ifdef IMPLEMENTATION
27
28 const float BRG_SETUP = 2;
29 const float BRG_START = 4;
30 const float BRG_END = 8;
31
32 #include "bumblebee_weapons.qc"
33
34 #ifdef SVQC
35 float autocvar_g_vehicle_bumblebee_speed_forward;
36 float autocvar_g_vehicle_bumblebee_speed_strafe;
37 float autocvar_g_vehicle_bumblebee_speed_up;
38 float autocvar_g_vehicle_bumblebee_speed_down;
39 float autocvar_g_vehicle_bumblebee_turnspeed;
40 float autocvar_g_vehicle_bumblebee_pitchspeed;
41 float autocvar_g_vehicle_bumblebee_pitchlimit;
42 float autocvar_g_vehicle_bumblebee_friction;
43
44 float autocvar_g_vehicle_bumblebee_energy;
45 float autocvar_g_vehicle_bumblebee_energy_regen;
46 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
47
48 float autocvar_g_vehicle_bumblebee_health;
49 float autocvar_g_vehicle_bumblebee_health_regen;
50 float autocvar_g_vehicle_bumblebee_health_regen_pause;
51
52 float autocvar_g_vehicle_bumblebee_shield;
53 float autocvar_g_vehicle_bumblebee_shield_regen;
54 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
55
56 float autocvar_g_vehicle_bumblebee_cannon_ammo;
57 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen;
58 float autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause;
59
60 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
61
62 float autocvar_g_vehicle_bumblebee_cannon_turnspeed;
63 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down;
64 float autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up;
65 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
66 float autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
67
68
69 float autocvar_g_vehicle_bumblebee_raygun_turnspeed;
70 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down;
71 float autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up;
72 float autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides;
73
74 float autocvar_g_vehicle_bumblebee_raygun_range;
75 float autocvar_g_vehicle_bumblebee_raygun_dps;
76 float autocvar_g_vehicle_bumblebee_raygun_aps;
77 float autocvar_g_vehicle_bumblebee_raygun_fps;
78
79 float autocvar_g_vehicle_bumblebee_raygun;
80 float autocvar_g_vehicle_bumblebee_healgun_hps;
81 float autocvar_g_vehicle_bumblebee_healgun_hmax;
82 float autocvar_g_vehicle_bumblebee_healgun_aps;
83 float autocvar_g_vehicle_bumblebee_healgun_amax;
84 float autocvar_g_vehicle_bumblebee_healgun_sps;
85 float autocvar_g_vehicle_bumblebee_healgun_locktime;
86
87 float autocvar_g_vehicle_bumblebee_respawntime;
88
89 float autocvar_g_vehicle_bumblebee_blowup_radius;
90 float autocvar_g_vehicle_bumblebee_blowup_coredamage;
91 float autocvar_g_vehicle_bumblebee_blowup_edgedamage;
92 float autocvar_g_vehicle_bumblebee_blowup_forceintensity;
93 vector autocvar_g_vehicle_bumblebee_bouncepain;
94
95 bool autocvar_g_vehicle_bumblebee = 0;
96
97 float bumblebee_gunner_frame()
98 {SELFPARAM();
99         entity vehic    = self.vehicle.owner;
100         entity gun      = self.vehicle;
101         entity gunner   = self;
102         setself(vehic);
103
104         // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
105         //vehicles_frame(gun, player);
106
107         vehic.solid = SOLID_NOT;
108         //setorigin(gunner, vehic.origin);
109         gunner.velocity = vehic.velocity;
110
111         float _in, _out;
112         vehic.angles_x *= -1;
113         makevectors(vehic.angles);
114         vehic.angles_x *= -1;
115         if(gun == vehic.gun1)
116         {
117                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
118                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
119                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * 128);
120         }
121         else
122         {
123                 _in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
124                 _out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
125                 setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
126         }
127
128         crosshair_trace(gunner);
129         vector _ct = trace_endpos;
130         vector ad;
131
132         if(autocvar_g_vehicle_bumblebee_cannon_lock)
133         {
134                 if(gun.lock_time < time)
135                         gun.enemy = world;
136
137                 if(trace_ent)
138                         if(trace_ent.movetype)
139                                 if(trace_ent.takedamage)
140                                         if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
141                                         {
142                                                 if(DIFF_TEAM(trace_ent, gunner))
143                                                 {
144                                                         gun.enemy = trace_ent;
145                                                         gun.lock_time = time + 5;
146                                                 }
147                                         }
148         }
149
150         if(gun.enemy)
151         {
152                 float distance, impact_time;
153
154                 vector vf = real_origin(gun.enemy);
155                 vector _vel = gun.enemy.velocity;
156                 if(gun.enemy.movetype == MOVETYPE_WALK)
157                         _vel.z *= 0.1;
158
159
160                 ad = vf;
161                 distance = vlen(ad - gunner.origin);
162                 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
163                 ad = vf + _vel * impact_time;
164                 trace_endpos = ad;
165
166
167                 UpdateAuxiliaryXhair(gunner, ad, '1 0 1', 1);
168                 vehicle_aimturret(vehic, trace_endpos, gun, "fire",
169                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
170                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
171
172         }
173         else
174                 vehicle_aimturret(vehic, _ct, gun, "fire",
175                                                   autocvar_g_vehicle_bumblebee_cannon_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_cannon_pitchlimit_up,
176                                                   _out * -1,  _in,  autocvar_g_vehicle_bumblebee_cannon_turnspeed);
177
178         if(!forbidWeaponUse(gunner))
179         if(gunner.BUTTON_ATCK)
180                 if(time > gun.attack_finished_single[0])
181                         if(gun.vehicle_energy >= autocvar_g_vehicle_bumblebee_cannon_cost)
182                         {
183                                 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
184                                 bumblebee_fire_cannon(gun, "fire", gunner);
185                                 gun.delay = time;
186                                 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
187                         }
188
189         VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
190
191         if(vehic.vehicle_flags & VHF_HASSHIELD)
192                 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
193
194         ad = gettaginfo(gun, gettagindex(gun, "fire"));
195         traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
196
197         UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
198
199         if(vehic.owner)
200                 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
201
202         vehic.solid = SOLID_BBOX;
203         gunner.BUTTON_ATCK = gunner.BUTTON_ATCK2 = gunner.BUTTON_CROUCH = 0;
204         gunner.vehicle_energy = (gun.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
205
206         setself(gunner);
207         return 1;
208 }
209
210 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
211 {
212         //vector exitspot;
213         float mysize;
214
215         tracebox(gunner.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, player);
216         if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
217                 return prefer_spot;
218
219         mysize = 1.5 * vlen(STAT(PL_MAX, NULL) - STAT(PL_MIN, NULL)); // can't use gunner's size, as they don't have a size
220         float i;
221         vector v, v2;
222         v2 = 0.5 * (gunner.absmin + gunner.absmax);
223         for(i = 0; i < 100; ++i)
224         {
225                 v = randomvec();
226                 v_z = 0;
227                 v = v2 + normalize(v) * mysize;
228                 tracebox(v2, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), v, MOVE_NORMAL, player);
229                 if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
230                         return v;
231         }
232
233         return prefer_spot; // this should be considered a fallback?!
234 }
235
236 void bumblebee_gunner_exit(int _exitflag)
237 {SELFPARAM();
238         entity player = self;
239         entity gunner = player.vehicle;
240         entity vehic = gunner.owner;
241
242         if(IS_REAL_CLIENT(player))
243         {
244                 msg_entity = player;
245                 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
246                 WriteEntity(MSG_ONE, player);
247
248                 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
249                 WriteAngle(MSG_ONE, 0);
250                 WriteAngle(MSG_ONE, vehic.angles.y);
251                 WriteAngle(MSG_ONE, 0);
252         }
253
254         CSQCVehicleSetup(player, HUD_NORMAL);
255         setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
256
257         player.takedamage     = DAMAGE_AIM;
258         player.solid          = SOLID_SLIDEBOX;
259         player.movetype       = MOVETYPE_WALK;
260         player.effects       &= ~EF_NODRAW;
261         player.alpha          = 1;
262         player.PlayerPhysplug = func_null;
263         player.view_ofs       = STAT(PL_VIEW_OFS, NULL);
264         player.event_damage   = PlayerDamage;
265         player.hud            = HUD_NORMAL;
266         player.teleportable       = TELEPORT_NORMAL;
267         PS(player).m_switchweapon = gunner.m_switchweapon;
268         player.vehicle_enter_delay = time + 2;
269
270         fixedmakevectors(vehic.angles);
271
272         if(player == vehic.gunner1) { vehic.gunner1 = world; }
273         if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
274
275         vector spot = real_origin(gunner);
276         spot = spot + v_up * 128 + v_forward * 300 + v_right * 150;
277         spot = bumblebee_gunner_findgoodexit(spot, gunner, player);
278
279         // TODO: figure a way to move player out of the gunner
280
281         player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
282         player.velocity_z += 10;
283
284         gunner.phase = time + 5;
285         gunner.vehicle_hudmodel.viewmodelforclient = gunner;
286
287         MUTATOR_CALLHOOK(VehicleExit, player, gunner);
288
289         player.vehicle = world;
290 }
291
292 bool bumblebee_gunner_enter()
293 {SELFPARAM();
294         entity vehic = self;
295         entity player = other;
296         entity gunner = world;
297
298         if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
299         {
300                 // we can have some fun
301                 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
302                 {
303                         gunner = vehic.gun2;
304                         vehic.gunner2 = player;
305                 }
306                 else
307                 {
308                         gunner = vehic.gun1;
309                         vehic.gunner1 = player;
310                 }
311         }
312         else if(!vehic.gunner1 && time >= vehic.gun1.phase)     { gunner = vehic.gun1; vehic.gunner1 = player; }
313         else if(!vehic.gunner2 && time >= vehic.gun2.phase)             { gunner = vehic.gun2; vehic.gunner2 = player; }
314         else { LOG_TRACE("Vehicle is full, fail\n"); return false; }
315
316         player.vehicle                  = gunner;
317         player.angles                   = vehic.angles;
318         player.takedamage               = DAMAGE_NO;
319         player.solid                    = SOLID_NOT;
320         player.alpha                    = -1;
321         player.movetype                 = MOVETYPE_NOCLIP;
322         player.event_damage     = func_null;
323         player.view_ofs                 = '0 0 0';
324         player.hud                              = gunner.hud;
325         player.teleportable     = false;
326         player.PlayerPhysplug   = gunner.PlayerPhysplug;
327         player.vehicle_ammo1    = vehic.vehicle_ammo1;
328         player.vehicle_ammo2    = vehic.vehicle_ammo2;
329         player.vehicle_reload1  = vehic.vehicle_reload1;
330         player.vehicle_reload2  = vehic.vehicle_reload2;
331         player.vehicle_energy   = vehic.vehicle_energy;
332         player.flags               &= ~FL_ONGROUND;
333
334         RemoveGrapplingHook(player);
335
336         gunner.m_switchweapon = PS(player).m_switchweapon;
337         gunner.vehicle_exit = bumblebee_gunner_exit;
338         gunner.vehicle_hudmodel.viewmodelforclient = player;
339
340         if(IS_REAL_CLIENT(player))
341         {
342                 msg_entity = player;
343                 WriteByte(MSG_ONE,              SVC_SETVIEWPORT);
344                 WriteEntity(MSG_ONE,    gunner.vehicle_viewport);
345
346                 WriteByte(MSG_ONE,              SVC_SETVIEWANGLES);
347                 WriteAngle(MSG_ONE,     gunner.angles_x + vehic.angles_x); // tilt
348                 WriteAngle(MSG_ONE,     gunner.angles_y + vehic.angles_y); // yaw
349                 WriteAngle(MSG_ONE,     0); // roll
350         }
351
352         CSQCVehicleSetup(player, player.hud);
353
354         MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
355
356         return true;
357 }
358
359 bool vehicles_valid_pilot()
360 {SELFPARAM();
361         if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
362                 return false;
363
364         if((!IS_PLAYER(other))
365         || (IS_DEAD(other))
366         || (other.vehicle)
367         || (DIFF_TEAM(other, self))
368         ) { return false; }
369
370         return true;
371 }
372
373 void bumblebee_touch()
374 {SELFPARAM();
375         if(autocvar_g_vehicles_enter) { return; }
376
377         if(self.gunner1 != world && self.gunner2 != world)
378         {
379                 vehicles_touch();
380                 return;
381         }
382
383         if(vehicles_valid_pilot())
384         {
385                 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
386
387                 if(time >= other.vehicle_enter_delay && phase_time)
388                 if(bumblebee_gunner_enter())
389                         return;
390         }
391
392         vehicles_touch();
393 }
394
395 void bumblebee_regen()
396 {SELFPARAM();
397         if(self.gun1.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
398                 self.gun1.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
399                                                                            self.gun1.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
400
401         if(self.gun2.delay + autocvar_g_vehicle_bumblebee_cannon_ammo_regen_pause < time)
402                 self.gun2.vehicle_energy = min(autocvar_g_vehicle_bumblebee_cannon_ammo,
403                                                                            self.gun2.vehicle_energy + autocvar_g_vehicle_bumblebee_cannon_ammo_regen * frametime);
404
405         if(self.vehicle_flags  & VHF_SHIELDREGEN)
406                 vehicles_regen(self.dmg_time, vehicle_shield, autocvar_g_vehicle_bumblebee_shield, autocvar_g_vehicle_bumblebee_shield_regen_pause, autocvar_g_vehicle_bumblebee_shield_regen, frametime, true);
407
408         if(self.vehicle_flags  & VHF_HEALTHREGEN)
409                 vehicles_regen(self.dmg_time, vehicle_health, autocvar_g_vehicle_bumblebee_health, autocvar_g_vehicle_bumblebee_health_regen_pause, autocvar_g_vehicle_bumblebee_health_regen, frametime, false);
410
411         if(self.vehicle_flags  & VHF_ENERGYREGEN)
412                 vehicles_regen(self.wait, vehicle_energy, autocvar_g_vehicle_bumblebee_energy, autocvar_g_vehicle_bumblebee_energy_regen_pause, autocvar_g_vehicle_bumblebee_energy_regen, frametime, false);
413
414 }
415
416 float bumblebee_pilot_frame()
417 {SELFPARAM();
418         entity pilot, vehic;
419         vector newvel;
420
421         if(intermission_running)
422         {
423                 self.vehicle.velocity = '0 0 0';
424                 self.vehicle.avelocity = '0 0 0';
425                 return 1;
426         }
427
428         pilot = self;
429         vehic = self.vehicle;
430         setself(vehic);
431
432         vehicles_frame(vehic, pilot);
433
434         if(IS_DEAD(vehic))
435         {
436                 setself(pilot);
437                 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
438                 return 1;
439         }
440
441         bumblebee_regen();
442
443         crosshair_trace(pilot);
444
445         vector vang;
446         float ftmp;
447
448         vang = vehic.angles;
449         newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
450         vang.x *= -1;
451         newvel.x *= -1;
452         if(newvel.x > 180)  newvel.x -= 360;
453         if(newvel.x < -180) newvel.x += 360;
454         if(newvel.y > 180)  newvel.y -= 360;
455         if(newvel.y < -180) newvel.y += 360;
456
457         ftmp = shortangle_f(pilot.v_angle.y - vang.y, vang.y);
458         if(ftmp > 180)  ftmp -= 360;
459         if(ftmp < -180) ftmp += 360;
460         vehic.avelocity_y = bound(-autocvar_g_vehicle_bumblebee_turnspeed, ftmp + vehic.avelocity.y * 0.9, autocvar_g_vehicle_bumblebee_turnspeed);
461
462         // Pitch
463         ftmp = 0;
464         if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
465                 ftmp = 4;
466         else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
467                 ftmp = -8;
468
469         newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
470         ftmp = vang.x - bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x + ftmp, autocvar_g_vehicle_bumblebee_pitchlimit);
471         vehic.avelocity_x = bound(-autocvar_g_vehicle_bumblebee_pitchspeed, ftmp + vehic.avelocity.x * 0.9, autocvar_g_vehicle_bumblebee_pitchspeed);
472
473         vehic.angles_x = anglemods(vehic.angles.x);
474         vehic.angles_y = anglemods(vehic.angles.y);
475         vehic.angles_z = anglemods(vehic.angles.z);
476
477         makevectors('0 1 0' * vehic.angles.y);
478         newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
479
480         if(pilot.movement.x != 0)
481         {
482                 if(pilot.movement.x > 0)
483                         newvel += v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
484                 else if(pilot.movement.x < 0)
485                         newvel -= v_forward  * autocvar_g_vehicle_bumblebee_speed_forward;
486         }
487
488         if(pilot.movement.y != 0)
489         {
490                 if(pilot.movement.y < 0)
491                         newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
492                 else if(pilot.movement.y > 0)
493                         newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
494                 ftmp = newvel * v_right;
495                 ftmp *= frametime * 0.1;
496                 vehic.angles_z = bound(-15, vehic.angles.z + ftmp, 15);
497         }
498         else
499         {
500                 vehic.angles_z *= 0.95;
501                 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
502                         vehic.angles_z = 0;
503         }
504
505         if(pilot.BUTTON_CROUCH)
506                 newvel -=   v_up * autocvar_g_vehicle_bumblebee_speed_down;
507         else if(pilot.BUTTON_JUMP)
508                 newvel +=  v_up * autocvar_g_vehicle_bumblebee_speed_up;
509
510         vehic.velocity  += newvel * frametime;
511         pilot.velocity = pilot.movement  = vehic.velocity;
512
513
514         if(autocvar_g_vehicle_bumblebee_healgun_locktime)
515         {
516                 if(vehic.tur_head.lock_time < time || IS_DEAD(vehic.tur_head.enemy) || STAT(FROZEN, vehic.tur_head.enemy))
517                         vehic.tur_head.enemy = world;
518
519                 if(trace_ent)
520                 if(trace_ent.movetype)
521                 if(trace_ent.takedamage)
522                 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
523                 {
524                         if(teamplay)
525                         {
526                                 if(trace_ent.team == pilot.team)
527                                 {
528                                         vehic.tur_head.enemy = trace_ent;
529                                         vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
530                                 }
531                         }
532                         else
533                         {
534                                 vehic.tur_head.enemy = trace_ent;
535                                 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
536                         }
537                 }
538
539                 if(vehic.tur_head.enemy)
540                 {
541                         trace_endpos = real_origin(vehic.tur_head.enemy);
542                         UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
543                 }
544         }
545
546         vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
547                                           autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1,  autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
548                                           autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1,  autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides,  autocvar_g_vehicle_bumblebee_raygun_turnspeed);
549
550         if(!forbidWeaponUse(pilot))
551         if((pilot.BUTTON_ATCK || pilot.BUTTON_ATCK2) && (vehic.vehicle_energy > autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime || autocvar_g_vehicle_bumblebee_raygun == 0))
552         {
553                 vehic.gun3.enemy.realowner = pilot;
554                 vehic.gun3.enemy.effects &= ~EF_NODRAW;
555
556                 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
557                 vehic.gun3.enemy.SendFlags |= BRG_START;
558
559                 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
560
561                 if(trace_ent)
562                 {
563                         if(autocvar_g_vehicle_bumblebee_raygun)
564                         {
565                                 Damage(trace_ent, vehic, pilot, autocvar_g_vehicle_bumblebee_raygun_dps * sys_frametime, DEATH_GENERIC.m_id, trace_endpos, v_forward * autocvar_g_vehicle_bumblebee_raygun_fps * sys_frametime);
566                                 vehic.vehicle_energy -= autocvar_g_vehicle_bumblebee_raygun_aps * sys_frametime;
567                         }
568                         else
569                         {
570                                 if(!IS_DEAD(trace_ent))
571                                         if((teamplay && trace_ent.team == pilot.team) || !teamplay)
572                                         {
573
574                                                 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
575                                                 {
576                                                         if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
577                                                                 trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
578
579                                                         if(autocvar_g_vehicle_bumblebee_healgun_hps)
580                                                                 trace_ent.vehicle_health = min(trace_ent.vehicle_health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
581                                                 }
582                                                 else if(IS_CLIENT(trace_ent))
583                                                 {
584                                                         if(trace_ent.health <= autocvar_g_vehicle_bumblebee_healgun_hmax && autocvar_g_vehicle_bumblebee_healgun_hps)
585                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
586
587                                                         if(trace_ent.armorvalue <= autocvar_g_vehicle_bumblebee_healgun_amax && autocvar_g_vehicle_bumblebee_healgun_aps)
588                                                                 trace_ent.armorvalue = min(trace_ent.armorvalue + autocvar_g_vehicle_bumblebee_healgun_aps * frametime, autocvar_g_vehicle_bumblebee_healgun_amax);
589
590                                                         trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
591                                                 }
592                                                 else if(IS_TURRET(trace_ent))
593                                                 {
594                                                         if(trace_ent.health  <= trace_ent.max_health && autocvar_g_vehicle_bumblebee_healgun_hps)
595                                                                 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, trace_ent.max_health);
596                                                         //else ..hmmm what? ammo?
597
598                                                         trace_ent.SendFlags |= TNSF_STATUS;
599                                                 }
600                                         }
601                         }
602                 }
603
604                 vehic.gun3.enemy.hook_end = trace_endpos;
605                 setorigin(vehic.gun3.enemy, trace_endpos);
606                 vehic.gun3.enemy.SendFlags |= BRG_END;
607
608                 vehic.wait = time + 1;
609         }
610         else
611                 vehic.gun3.enemy.effects |= EF_NODRAW;
612         /*{
613                 if(vehic.gun3.enemy)
614                         remove(vehic.gun3.enemy);
615
616                 vehic.gun3.enemy = world;
617         }
618         */
619
620         VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
621         VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
622
623         pilot.vehicle_ammo1 = (vehic.gun1.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
624         pilot.vehicle_ammo2 = (vehic.gun2.vehicle_energy / autocvar_g_vehicle_bumblebee_cannon_ammo) * 100;
625
626         if(vehic.vehicle_flags & VHF_HASSHIELD)
627                 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
628
629         vehic.angles_x *= -1;
630         makevectors(vehic.angles);
631         vehic.angles_x *= -1;
632         setorigin(pilot, vehic.origin + v_up * 48 + v_forward * 160);
633
634         pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
635         setself(pilot);
636
637         return 1;
638 }
639
640 void bumblebee_land()
641 {SELFPARAM();
642         float hgt;
643
644         hgt = raptor_altitude(512);
645         self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
646         self.angles_x *= 0.95;
647         self.angles_z *= 0.95;
648
649         if(hgt < 16)
650                 self.think      = vehicles_think;
651
652         self.nextthink = time;
653
654         CSQCMODEL_AUTOUPDATE(self);
655 }
656
657 void bumblebee_exit(float eject)
658 {SELFPARAM();
659         if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
660         {
661                 bumblebee_gunner_exit(eject);
662                 return;
663         }
664
665         self.touch = vehicles_touch;
666
667         if(!IS_DEAD(self))
668         {
669                 self.think = bumblebee_land;
670                 self.nextthink  = time;
671         }
672
673         self.movetype = MOVETYPE_TOSS;
674
675         if(!self.owner)
676                 return;
677
678         fixedmakevectors(self.angles);
679         vector spot;
680         if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
681                 spot = self.origin + v_up * 128 + v_forward * 300;
682         else
683                 spot = self.origin + v_up * 128 - v_forward * 300;
684
685         spot = vehicles_findgoodexit(spot);
686
687         // Hide beam
688         if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
689                 self.gun3.enemy.effects |= EF_NODRAW;
690         }
691
692         self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
693         self.owner.velocity_z += 10;
694         setorigin(self.owner, spot);
695
696         antilag_clear(self.owner);
697         self.owner = world;
698 }
699
700 void bumblebee_blowup()
701 {SELFPARAM();
702         RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
703                                  autocvar_g_vehicle_bumblebee_blowup_edgedamage,
704                                  autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
705                                  autocvar_g_vehicle_bumblebee_blowup_forceintensity,
706                                  DEATH_VH_BUMB_DEATH.m_id, world);
707
708         sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
709         Send_Effect(EFFECT_EXPLOSION_BIG, (self.origin + '0 0 100') + (randomvec() * 80), '0 0 0', 1);
710
711         if(self.owner.deadflag == DEAD_DYING)
712                 self.owner.deadflag = DEAD_DEAD;
713
714         remove(self);
715 }
716
717 void bumblebee_diethink()
718 {SELFPARAM();
719         if(time >= self.wait)
720                 self.think = bumblebee_blowup;
721
722         if(random() < 0.1)
723         {
724                 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
725                 Send_Effect(EFFECT_EXPLOSION_SMALL, randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
726         }
727
728         self.nextthink = time + 0.1;
729 }
730
731 spawnfunc(vehicle_bumblebee)
732 {
733         if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
734         if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
735 }
736
737                 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh))
738                 {
739                         if(autocvar_g_vehicle_bumblebee_bouncepain)
740                                 vehicles_impact(autocvar_g_vehicle_bumblebee_bouncepain_x, autocvar_g_vehicle_bumblebee_bouncepain_y, autocvar_g_vehicle_bumblebee_bouncepain_z);
741                 }
742                 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh))
743                 {
744                         SELFPARAM();
745                         self.touch = bumblebee_touch;
746                         self.nextthink = 0;
747                         self.movetype = MOVETYPE_BOUNCEMISSILE;
748                 }
749                 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh))
750                 {
751                         SELFPARAM();
752                         self.angles_z *= 0.8;
753                         self.angles_x *= 0.8;
754
755                         self.nextthink = time;
756
757                         if(!self.owner)
758                         {
759                                 entity oldself = self;
760                                 if(self.gunner1)
761                                 {
762                                         setself(self.gunner1);
763                                         oldself.gun1.vehicle_exit(VHEF_EJECT);
764                                         entity oldother = other;
765                                         other = self;
766                                         setself(oldself);
767                                         self.phase = 0;
768                                         self.touch();
769                                         other = oldother;
770                                         return;
771                                 }
772
773                                 if(self.gunner2)
774                                 {
775                                         setself(self.gunner2);
776                                         oldself.gun2.vehicle_exit(VHEF_EJECT);
777                                         entity oldother = other;
778                                         other = self;
779                                         setself(oldself);
780                                         self.phase = 0;
781                                         self.touch();
782                                         other = oldother;
783                                         return;
784                                 }
785                         }
786                 }
787                 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh))
788                 {
789                         SELFPARAM();
790                         entity oldself = self;
791
792                         CSQCModel_UnlinkEntity(self);
793
794                         // Hide beam
795                         if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
796                                 self.gun3.enemy.effects |= EF_NODRAW;
797
798                         if(self.gunner1)
799                         {
800                                 setself(self.gunner1);
801                                 oldself.gun1.vehicle_exit(VHEF_EJECT);
802                                 setself(oldself);
803                         }
804
805                         if(self.gunner2)
806                         {
807                                 setself(self.gunner2);
808                                 oldself.gun2.vehicle_exit(VHEF_EJECT);
809                                 setself(oldself);
810                         }
811
812                         self.vehicle_exit(VHEF_EJECT);
813
814                         fixedmakevectors(self.angles);
815                         vehicle_tossgib(self.gun1, self.velocity + v_right * 300 + v_up * 100 + randomvec() * 200, "cannon_right", rint(random()), rint(random()), 6, randomvec() * 200);
816                         vehicle_tossgib(self.gun2, self.velocity + v_right * -300 + v_up * 100 + randomvec() * 200, "cannon_left", rint(random()), rint(random()), 6, randomvec() * 200);
817                         vehicle_tossgib(self.gun3, self.velocity + v_forward * 300 + v_up * -100 + randomvec() * 200, "raygun", rint(random()), rint(random()), 6, randomvec() * 300);
818
819                         entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
820
821                         if(random() > 0.5)
822                                 _body.touch = bumblebee_blowup;
823                         else
824                                 _body.touch = func_null;
825
826                         _body.think = bumblebee_diethink;
827                         _body.nextthink = time;
828                         _body.wait = time + 2 + (random() * 8);
829                         _body.owner = self;
830                         _body.enemy = self.enemy;
831                         _body.scale = 1.5;
832                         _body.angles = self.angles;
833
834                         Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
835
836                         self.health                     = 0;
837                         self.event_damage       = func_null;
838                         self.solid                      = SOLID_NOT;
839                         self.takedamage         = DAMAGE_NO;
840                         self.deadflag           = DEAD_DYING;
841                         self.movetype           = MOVETYPE_NONE;
842                         self.effects            = EF_NODRAW;
843                         self.colormod           = '0 0 0';
844                         self.avelocity          = '0 0 0';
845                         self.velocity           = '0 0 0';
846                         self.touch                      = func_null;
847                         self.nextthink          = 0;
848
849                         setorigin(self, self.pos1);
850                 }
851                 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh))
852                 {
853                         SELFPARAM();
854                         if(!self.gun1)
855                         {
856                                 // for some reason, autosizing of the shield entity refuses to work for this one so set it up in advance.
857                                 self.vehicle_shieldent = spawn();
858                                 self.vehicle_shieldent.effects = EF_LOWPRECISION;
859                                 setmodel(self.vehicle_shieldent, MDL_VEH_BUMBLEBEE_SHIELD);
860                                 setattachment(self.vehicle_shieldent, self, "");
861                                 setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
862                                 self.vehicle_shieldent.scale       = 512 / vlen(self.maxs - self.mins);
863                                 self.vehicle_shieldent.think       = shieldhit_think;
864                                 self.vehicle_shieldent.alpha = -1;
865                                 self.vehicle_shieldent.effects = EF_LOWPRECISION | EF_NODRAW;
866
867                                 self.gun1 = new(vehicle_playerslot);
868                                 self.gun2 = new(vehicle_playerslot);
869                                 self.gun3 = new(bumblebee_raygun);
870
871                                 self.vehicle_flags |= VHF_MULTISLOT;
872
873                                 self.gun1.owner = self;
874                                 self.gun2.owner = self;
875                                 self.gun3.owner = self;
876
877                                 setmodel(self.gun1, MDL_VEH_BUMBLEBEE_CANNON_RIGHT);
878                                 setmodel(self.gun2, MDL_VEH_BUMBLEBEE_CANNON_LEFT);
879                                 setmodel(self.gun3, MDL_VEH_BUMBLEBEE_CANNON_CENTER);
880
881                                 setattachment(self.gun1, self, "cannon_right");
882                                 setattachment(self.gun2, self, "cannon_left");
883
884                                 // Angled bones are no fun, messes up gun-aim; so work arround it.
885                                 self.gun3.pos1 = self.angles;
886                                 self.angles = '0 0 0';
887                                 vector ofs = gettaginfo(self, gettagindex(self, "raygun"));
888                                 ofs -= self.origin;
889                                 setattachment(self.gun3, self, "");
890                                 setorigin(self.gun3, ofs);
891                                 self.angles = self.gun3.pos1;
892
893                                 vehicle_addplayerslot(self, self.gun1, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
894                                 vehicle_addplayerslot(self, self.gun2, HUD_BUMBLEBEE_GUN, "models/vehicles/wakizashi_cockpit.dpm", bumblebee_gunner_frame, bumblebee_gunner_exit, bumblebee_gunner_enter);
895
896                                 setorigin(self.vehicle_hudmodel, '50 0 -5');    // Move cockpit forward - down.
897                                 setorigin(self.vehicle_viewport, '5 0 2');    // Move camera forward up
898
899                                 //fixme-model-bones
900                                 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
901                                 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
902                                 //fixme-model-bones
903                                 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
904                                 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
905
906                                 self.scale = 1.5;
907
908                                 // Raygun beam
909                                 if(self.gun3.enemy == world)
910                                 {
911                                         self.gun3.enemy = spawn();
912                                         Net_LinkEntity(self.gun3.enemy, true, 0, bumble_raygun_send);
913                                         self.gun3.enemy.SendFlags = BRG_SETUP;
914                                         self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
915                                         self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
916                                 }
917                         }
918
919                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
920                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
921                         self.solid = SOLID_BBOX;
922                         self.movetype = MOVETYPE_TOSS;
923                         self.damageforcescale = 0.025;
924
925                         self.PlayerPhysplug = bumblebee_pilot_frame;
926
927                         setorigin(self, self.origin + '0 0 25');
928                 }
929                 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
930                 {
931                         SELFPARAM();
932                         if(autocvar_g_vehicle_bumblebee_energy)
933                         if(autocvar_g_vehicle_bumblebee_energy_regen)
934                                 self.vehicle_flags |= VHF_ENERGYREGEN;
935
936                         if(autocvar_g_vehicle_bumblebee_shield)
937                                 self.vehicle_flags |= VHF_HASSHIELD;
938
939                         if(autocvar_g_vehicle_bumblebee_shield_regen)
940                                 self.vehicle_flags |= VHF_SHIELDREGEN;
941
942                         if(autocvar_g_vehicle_bumblebee_health_regen)
943                                 self.vehicle_flags |= VHF_HEALTHREGEN;
944
945                         self.vehicle_exit = bumblebee_exit;
946                         self.respawntime = autocvar_g_vehicle_bumblebee_respawntime;
947                         self.vehicle_health = autocvar_g_vehicle_bumblebee_health;
948                         self.max_health = self.vehicle_health;
949                         self.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
950                 }
951
952 #endif // SVQC
953 #ifdef CSQC
954
955 void CSQC_BUMBLE_GUN_HUD()
956 {
957         Vehicles_drawHUD("vehicle_gunner", "vehicle_gunner_weapon1", string_null,
958                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
959                                          string_null, '0 0 0');
960 }
961
962                 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
963                 {
964                         Vehicles_drawHUD(VEH_BUMBLEBEE.m_icon, "vehicle_bumble_weapon1", "vehicle_bumble_weapon2",
965                                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color,
966                                                          "vehicle_icon_ammo1", autocvar_hud_progressbar_vehicles_ammo1_color);
967
968                         float hudAlpha = autocvar_hud_panel_fg_alpha;
969                         float blinkValue = 0.55 + sin(time * 7) * 0.45;
970                         vector tmpPos  = '0 0 0';
971                         vector tmpSize = '1 1 1' * hud_fontsize;
972                         tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (520/768);
973
974                         if(!AuxiliaryXhair[1].draw2d)
975                         {
976                                 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (96/256) - tmpSize.y;
977                                 drawstring(tmpPos, _("No right gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
978                         }
979
980                         if(!AuxiliaryXhair[2].draw2d)
981                         {
982                                 tmpPos.y = vehicleHud_Pos.y + vehicleHud_Size.y * (160/256);
983                                 drawstring(tmpPos, _("No left gunner!"), tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
984                         }
985                 }
986                 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
987                 {
988                         Vehicles_drawCrosshair(vCROSS_HEAL);
989                 }
990                 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
991                 {
992                         AuxiliaryXhair[0].axh_image = vCROSS_LOCK;  // Raygun-locked
993                         AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Gunner1
994                         AuxiliaryXhair[2].axh_image = vCROSS_BURST; // Gunner2
995                 }
996
997 #endif
998 #endif