1 #include "bumblebee_weapons.qh"
5 REGISTER_NET_LINKED(ENT_CLIENT_BUMBLE_RAYGUN)
9 void bumblebee_fire_cannon(entity this, entity _gun, string _tagname, entity _owner)
11 vector v = gettaginfo(_gun, gettagindex(_gun, _tagname));
12 vehicles_projectile(this, EFFECT_BIGPLASMA_MUZZLEFLASH.eent_eff_name, SND_VEH_BUMBLEBEE_FIRE,
13 v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
14 autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
15 DEATH_VH_BUMB_GUN.m_id, PROJECTILE_BUMBLE_GUN, 0, true, true, _owner);
18 bool bumble_raygun_send(entity this, entity to, float sf)
20 WriteHeader(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
22 WriteByte(MSG_ENTITY, sf);
25 WriteByte(MSG_ENTITY, etof(this.realowner));
26 WriteByte(MSG_ENTITY, this.realowner.team);
27 WriteByte(MSG_ENTITY, this.cnt);
32 WriteCoord(MSG_ENTITY, this.hook_start_x);
33 WriteCoord(MSG_ENTITY, this.hook_start_y);
34 WriteCoord(MSG_ENTITY, this.hook_start_z);
39 WriteCoord(MSG_ENTITY, this.hook_end_x);
40 WriteCoord(MSG_ENTITY, this.hook_end_y);
41 WriteCoord(MSG_ENTITY, this.hook_end_z);
51 void bumble_raygun_draw(entity this);
53 .vector bumble_origin;
55 NET_HANDLE(ENT_CLIENT_BUMBLE_RAYGUN, bool isnew)
61 this.cnt = ReadByte();
62 this.team = ReadByte();
63 this.cnt = ReadByte();
66 this.colormod = '1 0 0';
68 this.colormod = '0 1 0';
70 this.traileffect = EFFECT_BUMBLEBEE_HEAL_MUZZLEFLASH.m_id;
71 this.lip = particleeffectnum(EFFECT_BUMBLEBEE_HEAL_IMPACT);
73 this.draw = bumble_raygun_draw;
79 this.origin_x = ReadCoord();
80 this.origin_y = ReadCoord();
81 this.origin_z = ReadCoord();
82 setorigin(this, this.origin);
87 this.bumble_origin_x = ReadCoord();
88 this.bumble_origin_y = ReadCoord();
89 this.bumble_origin_z = ReadCoord();
94 .float bumble_raygun_nextdraw;
95 void bumble_raygun_draw(entity this)
99 vector _vtmp1, _vtmp2;
101 _len = vlen(this.origin - this.bumble_origin);
102 _dir = normalize(this.bumble_origin - this.origin);
104 if(this.bumble_raygun_nextdraw < time)
106 boxparticles(particleeffectnum(Effects_from(this.traileffect)), this, this.origin, this.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
107 boxparticles(this.lip, this, this.bumble_origin, this.bumble_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
108 this.bumble_raygun_nextdraw = time + 0.1;
112 for(i = -0.1; i < 0.2; i += 0.1)
114 df = DRAWFLAG_NORMAL; //((random() < 0.5) ? DRAWFLAG_ADDITIVE : DRAWFLAG_SCREEN);
115 sz = 5 + random() * 5;
116 al = 0.25 + random() * 0.5;
117 _vtmp1 = this.origin + _dir * _len * (0.25 + i);
118 _vtmp1 += (randomvec() * (_len * 0.2) * (frametime * 2)); //this.raygun_l1;
119 Draw_CylindricLine(this.origin, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
121 _vtmp2 = this.origin + _dir * _len * (0.5 + i);
122 _vtmp2 += (randomvec() * (_len * 0.2) * (frametime * 5)); //this.raygun_l2;
123 Draw_CylindricLine(_vtmp1, _vtmp2, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
125 _vtmp1 = this.origin + _dir * _len * (0.75 + i);
126 _vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //this.raygun_l3;
127 Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
129 Draw_CylindricLine(_vtmp1, this.bumble_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);