1 #ifndef VEHICLE_BUMBLEBEE
2 #define VEHICLE_BUMBLEBEE
3 #include "bumblebee.qh"
5 #include "bumblebee_weapons.qc"
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");
22 REGISTER_VEHICLE(BUMBLEBEE, NEW(Bumblebee));
28 const float BRG_SETUP = 2;
29 const float BRG_START = 4;
30 const float BRG_END = 8;
32 #include "bumblebee_weapons.qc"
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;
44 float autocvar_g_vehicle_bumblebee_energy;
45 float autocvar_g_vehicle_bumblebee_energy_regen;
46 float autocvar_g_vehicle_bumblebee_energy_regen_pause;
48 float autocvar_g_vehicle_bumblebee_health;
49 float autocvar_g_vehicle_bumblebee_health_regen;
50 float autocvar_g_vehicle_bumblebee_health_regen_pause;
52 float autocvar_g_vehicle_bumblebee_shield;
53 float autocvar_g_vehicle_bumblebee_shield_regen;
54 float autocvar_g_vehicle_bumblebee_shield_regen_pause;
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;
60 float autocvar_g_vehicle_bumblebee_cannon_lock = 0;
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;
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;
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;
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;
87 float autocvar_g_vehicle_bumblebee_respawntime;
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;
95 bool autocvar_g_vehicle_bumblebee = 0;
97 float bumblebee_gunner_frame()
99 entity vehic = self.vehicle.owner;
100 entity gun = self.vehicle;
101 entity gunner = self;
104 // this isn't technically a vehicle (yet), let's not do frame functions on it (yet)
105 //vehicles_frame(gun, player);
107 vehic.solid = SOLID_NOT;
108 //setorigin(gunner, vehic.origin);
109 gunner.velocity = vehic.velocity;
112 vehic.angles_x *= -1;
113 makevectors(vehic.angles);
114 vehic.angles_x *= -1;
115 if(gun == vehic.gun1)
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);
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);
128 crosshair_trace(gunner);
129 vector _ct = trace_endpos;
132 if(autocvar_g_vehicle_bumblebee_cannon_lock)
134 if(gun.lock_time < time)
138 if(trace_ent.movetype)
139 if(trace_ent.takedamage)
140 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
142 if(DIFF_TEAM(trace_ent, gunner))
144 gun.enemy = trace_ent;
145 gun.lock_time = time + 5;
152 float distance, impact_time;
154 vector vf = real_origin(gun.enemy);
155 vector _vel = gun.enemy.velocity;
156 if(gun.enemy.movetype == MOVETYPE_WALK)
161 distance = vlen(ad - gunner.origin);
162 impact_time = distance / autocvar_g_vehicle_bumblebee_cannon_speed;
163 ad = vf + _vel * impact_time;
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);
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);
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)
183 gun.vehicle_energy -= autocvar_g_vehicle_bumblebee_cannon_cost;
184 bumblebee_fire_cannon(gun, "fire", gunner);
186 gun.attack_finished_single[0] = time + autocvar_g_vehicle_bumblebee_cannon_refire;
189 VEHICLE_UPDATE_PLAYER(gunner, health, bumblebee);
191 if(vehic.vehicle_flags & VHF_HASSHIELD)
192 VEHICLE_UPDATE_PLAYER(gunner, shield, bumblebee);
194 ad = gettaginfo(gun, gettagindex(gun, "fire"));
195 traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
197 UpdateAuxiliaryXhair(gunner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), 0);
200 UpdateAuxiliaryXhair(vehic.owner, trace_endpos, ('1 0 0' * gunner.vehicle_reload1) + ('0 1 0' *(1 - gunner.vehicle_reload1)), ((gunner == vehic.gunner1) ? 1 : 2));
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;
210 vector bumblebee_gunner_findgoodexit(vector prefer_spot, entity gunner, entity player)
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)
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
222 v2 = 0.5 * (gunner.absmin + gunner.absmax);
223 for(i = 0; i < 100; ++i)
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)
233 return prefer_spot; // this should be considered a fallback?!
236 void bumblebee_gunner_exit(int _exitflag)
238 entity player = self;
239 entity gunner = player.vehicle;
240 entity vehic = gunner.owner;
242 if(IS_REAL_CLIENT(player))
245 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
246 WriteEntity(MSG_ONE, player);
248 WriteByte(MSG_ONE, SVC_SETVIEWANGLES);
249 WriteAngle(MSG_ONE, 0);
250 WriteAngle(MSG_ONE, vehic.angles.y);
251 WriteAngle(MSG_ONE, 0);
254 CSQCVehicleSetup(player, HUD_NORMAL);
255 setsize(player, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
257 player.takedamage = DAMAGE_AIM;
258 player.solid = SOLID_SLIDEBOX;
259 player.movetype = MOVETYPE_WALK;
260 player.effects &= ~EF_NODRAW;
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;
270 fixedmakevectors(vehic.angles);
272 if(player == vehic.gunner1) { vehic.gunner1 = world; }
273 if(player == vehic.gunner2) { vehic.gunner2 = world; v_right *= -1; }
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);
279 // TODO: figure a way to move player out of the gunner
281 player.velocity = 0.75 * vehic.velocity + normalize(spot - vehic.origin) * 200;
282 player.velocity_z += 10;
284 gunner.phase = time + 5;
285 gunner.vehicle_hudmodel.viewmodelforclient = gunner;
287 MUTATOR_CALLHOOK(VehicleExit, player, gunner);
289 player.vehicle = world;
292 bool bumblebee_gunner_enter()
295 entity player = other;
296 entity gunner = world;
298 if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
300 // we can have some fun
301 if(vlen(real_origin(vehic.gun2) - player.origin) < vlen(real_origin(vehic.gun1) - player.origin))
304 vehic.gunner2 = player;
309 vehic.gunner1 = player;
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; }
316 player.vehicle = gunner;
317 player.angles = vehic.angles;
318 player.takedamage = DAMAGE_NO;
319 player.solid = SOLID_NOT;
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;
334 RemoveGrapplingHook(player);
336 gunner.m_switchweapon = PS(player).m_switchweapon;
337 gunner.vehicle_exit = bumblebee_gunner_exit;
338 gunner.vehicle_hudmodel.viewmodelforclient = player;
340 if(IS_REAL_CLIENT(player))
343 WriteByte(MSG_ONE, SVC_SETVIEWPORT);
344 WriteEntity(MSG_ONE, gunner.vehicle_viewport);
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
352 CSQCVehicleSetup(player, player.hud);
354 MUTATOR_CALLHOOK(VehicleEnter, player, gunner);
359 bool vehicles_valid_pilot()
361 if(IS_BOT_CLIENT(other) && !autocvar_g_vehicles_allow_bots)
364 if((!IS_PLAYER(other))
367 || (DIFF_TEAM(other, self))
373 void bumblebee_touch()
375 if(autocvar_g_vehicles_enter) { return; }
377 if(self.gunner1 != world && self.gunner2 != world)
383 if(vehicles_valid_pilot())
385 float phase_time = (time >= self.gun1.phase) + (time >= self.gun2.phase);
387 if(time >= other.vehicle_enter_delay && phase_time)
388 if(bumblebee_gunner_enter())
395 void bumblebee_regen()
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);
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);
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);
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);
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);
416 float bumblebee_pilot_frame()
421 if(intermission_running)
423 self.vehicle.velocity = '0 0 0';
424 self.vehicle.avelocity = '0 0 0';
429 vehic = self.vehicle;
432 vehicles_frame(vehic, pilot);
437 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = 0;
443 crosshair_trace(pilot);
449 newvel = vectoangles(normalize(trace_endpos - self.origin + '0 0 32'));
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;
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);
464 if(pilot.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
466 else if(pilot.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
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);
473 vehic.angles_x = anglemods(vehic.angles.x);
474 vehic.angles_y = anglemods(vehic.angles.y);
475 vehic.angles_z = anglemods(vehic.angles.z);
477 makevectors('0 1 0' * vehic.angles.y);
478 newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
480 if(pilot.movement.x != 0)
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;
488 if(pilot.movement.y != 0)
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);
500 vehic.angles_z *= 0.95;
501 if(vehic.angles.z >= -1 && vehic.angles.z <= -1)
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;
510 vehic.velocity += newvel * frametime;
511 pilot.velocity = pilot.movement = vehic.velocity;
514 if(autocvar_g_vehicle_bumblebee_healgun_locktime)
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;
520 if(trace_ent.movetype)
521 if(trace_ent.takedamage)
522 if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
526 if(trace_ent.team == pilot.team)
528 vehic.tur_head.enemy = trace_ent;
529 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
534 vehic.tur_head.enemy = trace_ent;
535 vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
539 if(vehic.tur_head.enemy)
541 trace_endpos = real_origin(vehic.tur_head.enemy);
542 UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
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);
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))
553 vehic.gun3.enemy.realowner = pilot;
554 vehic.gun3.enemy.effects &= ~EF_NODRAW;
556 vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
557 vehic.gun3.enemy.SendFlags |= BRG_START;
559 traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
563 if(autocvar_g_vehicle_bumblebee_raygun)
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;
570 if(!IS_DEAD(trace_ent))
571 if((teamplay && trace_ent.team == pilot.team) || !teamplay)
574 if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
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);
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);
582 else if(IS_CLIENT(trace_ent))
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);
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);
590 trace_ent.health = min(trace_ent.health + autocvar_g_vehicle_bumblebee_healgun_hps * frametime, autocvar_g_vehicle_bumblebee_healgun_hmax);
592 else if(IS_TURRET(trace_ent))
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?
598 trace_ent.SendFlags |= TNSF_STATUS;
604 vehic.gun3.enemy.hook_end = trace_endpos;
605 setorigin(vehic.gun3.enemy, trace_endpos);
606 vehic.gun3.enemy.SendFlags |= BRG_END;
608 vehic.wait = time + 1;
611 vehic.gun3.enemy.effects |= EF_NODRAW;
614 remove(vehic.gun3.enemy);
616 vehic.gun3.enemy = world;
620 VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
621 VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
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;
626 if(vehic.vehicle_flags & VHF_HASSHIELD)
627 VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
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);
634 pilot.BUTTON_ATCK = pilot.BUTTON_ATCK2 = pilot.BUTTON_CROUCH = 0;
640 void bumblebee_land()
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;
650 self.think = vehicles_think;
652 self.nextthink = time;
654 CSQCMODEL_AUTOUPDATE(self);
657 void bumblebee_exit(float eject)
659 if(self.owner.vehicleid == VEH_BUMBLEBEE.vehicleid)
661 bumblebee_gunner_exit(eject);
665 self.touch = vehicles_touch;
669 self.think = bumblebee_land;
670 self.nextthink = time;
673 self.movetype = MOVETYPE_TOSS;
678 fixedmakevectors(self.angles);
680 if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
681 spot = self.origin + v_up * 128 + v_forward * 300;
683 spot = self.origin + v_up * 128 - v_forward * 300;
685 spot = vehicles_findgoodexit(spot);
688 if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
689 self.gun3.enemy.effects |= EF_NODRAW;
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);
696 antilag_clear(self.owner);
700 void bumblebee_blowup()
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);
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);
711 if(self.owner.deadflag == DEAD_DYING)
712 self.owner.deadflag = DEAD_DEAD;
717 void bumblebee_diethink()
719 if(time >= self.wait)
720 self.think = bumblebee_blowup;
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);
728 self.nextthink = time + 0.1;
731 spawnfunc(vehicle_bumblebee)
733 if(!autocvar_g_vehicle_bumblebee) { remove(self); return; }
734 if(!vehicle_initialize(VEH_BUMBLEBEE, false)) { remove(self); return; }
737 METHOD(Bumblebee, vr_impact, void(Bumblebee thisveh))
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);
742 METHOD(Bumblebee, vr_enter, void(Bumblebee thisveh))
745 self.touch = bumblebee_touch;
747 self.movetype = MOVETYPE_BOUNCEMISSILE;
749 METHOD(Bumblebee, vr_think, void(Bumblebee thisveh))
752 self.angles_z *= 0.8;
753 self.angles_x *= 0.8;
755 self.nextthink = time;
759 entity oldself = self;
762 setself(self.gunner1);
763 oldself.gun1.vehicle_exit(VHEF_EJECT);
764 entity oldother = other;
775 setself(self.gunner2);
776 oldself.gun2.vehicle_exit(VHEF_EJECT);
777 entity oldother = other;
787 METHOD(Bumblebee, vr_death, void(Bumblebee thisveh))
790 entity oldself = self;
792 CSQCModel_UnlinkEntity(self);
795 if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
796 self.gun3.enemy.effects |= EF_NODRAW;
800 setself(self.gunner1);
801 oldself.gun1.vehicle_exit(VHEF_EJECT);
807 setself(self.gunner2);
808 oldself.gun2.vehicle_exit(VHEF_EJECT);
812 self.vehicle_exit(VHEF_EJECT);
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);
819 entity _body = vehicle_tossgib(self, self.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
822 _body.touch = bumblebee_blowup;
824 _body.touch = func_null;
826 _body.think = bumblebee_diethink;
827 _body.nextthink = time;
828 _body.wait = time + 2 + (random() * 8);
830 _body.enemy = self.enemy;
832 _body.angles = self.angles;
834 Send_Effect(EFFECT_EXPLOSION_MEDIUM, findbetterlocation(self.origin, 16), '0 0 0', 1);
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;
849 setorigin(self, self.pos1);
851 METHOD(Bumblebee, vr_spawn, void(Bumblebee thisveh))
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;
867 self.gun1 = new(vehicle_playerslot);
868 self.gun2 = new(vehicle_playerslot);
869 self.gun3 = new(bumblebee_raygun);
871 self.vehicle_flags |= VHF_MULTISLOT;
873 self.gun1.owner = self;
874 self.gun2.owner = self;
875 self.gun3.owner = self;
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);
881 setattachment(self.gun1, self, "cannon_right");
882 setattachment(self.gun2, self, "cannon_left");
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"));
889 setattachment(self.gun3, self, "");
890 setorigin(self.gun3, ofs);
891 self.angles = self.gun3.pos1;
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);
896 setorigin(self.vehicle_hudmodel, '50 0 -5'); // Move cockpit forward - down.
897 setorigin(self.vehicle_viewport, '5 0 2'); // Move camera forward up
900 setorigin(self.gun1.vehicle_hudmodel, '90 -27 -23');
901 setorigin(self.gun1.vehicle_viewport, '-85 0 50');
903 setorigin(self.gun2.vehicle_hudmodel, '90 27 -23');
904 setorigin(self.gun2.vehicle_viewport, '-85 0 50');
909 if(self.gun3.enemy == world)
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;
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;
925 self.PlayerPhysplug = bumblebee_pilot_frame;
927 setorigin(self, self.origin + '0 0 25');
929 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
932 if(autocvar_g_vehicle_bumblebee_energy)
933 if(autocvar_g_vehicle_bumblebee_energy_regen)
934 self.vehicle_flags |= VHF_ENERGYREGEN;
936 if(autocvar_g_vehicle_bumblebee_shield)
937 self.vehicle_flags |= VHF_HASSHIELD;
939 if(autocvar_g_vehicle_bumblebee_shield_regen)
940 self.vehicle_flags |= VHF_SHIELDREGEN;
942 if(autocvar_g_vehicle_bumblebee_health_regen)
943 self.vehicle_flags |= VHF_HEALTHREGEN;
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;
955 void CSQC_BUMBLE_GUN_HUD()
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');
962 METHOD(Bumblebee, vr_hud, void(Bumblebee thisveh))
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);
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);
974 if(!AuxiliaryXhair[1].draw2d)
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);
980 if(!AuxiliaryXhair[2].draw2d)
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);
986 METHOD(Bumblebee, vr_crosshair, void(Bumblebee thisveh))
988 Vehicles_drawCrosshair(vCROSS_HEAL);
990 METHOD(Bumblebee, vr_setup, void(Bumblebee thisveh))
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